Thursday, December 15, 2022

Lavanda region accessible, but this is actually a hotfix.

 

Well, earlier this day I leaked a screenshot of a new area I was developing on the game. What I wasn't counting on, is the fact that I would end up releasing it literally the next day.

The reason for releasing it, is due to a bug with character creator, which caused the characters created to come without equipments. This update fixes that issue.

Since the update is out, lemme talk about its highlights.


New Map: Lavanda Wall


As you know above, this update brings a new map.
The Lavanda region has a cursed soil, which causes undeads to rise from it.
Due to that little condition, the only things you'll see here are the dead, and the destroyed buildings from the war between humans and monsters.
You may already wonder that this place is actually quite dangerous to explore, so explore at your own risk.

With the arrival of this new map, the Headless Horseman has moved to here.
Not only that means the Headless Horseman is no longer in Gavea Farmlands, but also it no longer has specific time of day to spawn, as long as its respawn time has passed.

This new map might need some changes and tweaks on the mobs in it, so future updates might bring new content to it.
As for bounty quests, currently there isn't bounty quests for some the Zombunnies. Beside, Lavanda isn't really Gavea territory, so doesn't make much sense having bounties for it, beside I believe it might be a good idea to have because it threatens the town.


Improved Loot Rates


Many of the rare accessory and weapon loots gained a boost on their drop rate, so you should no longer need to grind the hell out of a field just to get an accessory from a specific monster.

Well... Or at least I should say that, since that also depends on your luck.

The loot rate of hats is unchanged, by the way.

By the way, the Dog Collar accessory now drops from any Acid Doggie, instead of only from Giant Acid Doggie.
Alongside that, the Giant Acid Doggie loot has been fixed, so it should not only drop items from normal Acid Doggies, but also drop its own loot too.


Change Log


Readjusted Santa Hat position to be one pixel higher on the character heads.
Using furnitures now regenerates health faster like sitting on the ground.
Removed Sapphire Gemstones from Gavea Item Shop.
Supressive Fire and Headshot skills now should now work as intended.
Fixed issue where Cotton item wasn't stackable.
Nerfed Rifle Potence skill damage increase.
Dog Collar accessory will now drop from any Acid Doggie, instead of only from Giant Acid Doggie.
Fixed an issue where Giant Acid Doggie was incapable of dropping some items.
Escort quests will no longer spawn their escort characters when the quest is failed.
The stairway in Gavea Sewers B2 leading to B1 floor is no longer absurdly big.
Bumped the drop rate of a number of equipments.
Lavanda Wall map has been added.
Accessible by entering the south portal in Gavea Farmland.
That place is dangerous.
Headless Horseman boss has been moved to that place. It appears at any time if it's not in cooldown.
Reduced the Zombunnies Bleeding infliction chance when attacking from 70% to 30%.
Tweaked the AI of the Zombunnies.
They now have a particularity. Will you manage to find out what is it?
Fixed issue where newly created characters came without equipments.

 

You can download the update from here:

https://nakanondev.blogspot.com/p/guild-management-game-project.html

Enjoy your gameplay, and be careful not to be zombunny food.

Friday, December 9, 2022

The Santa Hats update. And also Gavea Sewers B2, new monsters, many fixes and tweaks too.

 

Hey there friends, I'm Nakano15 and today I present you a new Guild Management Game Project update.

Here's a brief description of what's coming.


Gavea Sewer B2


It has came, the second floor of the sewer. Sadly, it only brings one new monster. One new, big monster, with a sledgehammer, ready to smash someone's face with it.

Those who are brave enough and can endure the pain caused by those new rat creatures will be well rewarded, depending on how good is your luck.

Do watch out, by the way, since the second floor has less lighting than the first. Watch out for red eyes in the dark.


A bit of Christmas Celebration


Some monsters in the fields of Gavea seems to be prepared for the Christmas season.
Defeating those monsters might give you a chance of getting a Santa Hat that you can give to your characters.

Don't worry, though. The drop rate of the santa hat is 1 in 10, so is a lot less rare than of any other head equipment in the game.

Sadly, that's the extent of how much I can add a christmas event to the game right now.
I have a lot of things to work on in the project (and also a little burnout to deal with), so I couldn't do something more celebrative for the season.

At least, there is at least something for the season.


Loot Rarities and their effects


This update allows you to see the rarity of the loot that drops from monsters you've killed.
The color of the loot name represents their rarity, and of course, the rarer the item is, the rarer it is to get, and the better it is compared to other rarity items.

Currently, the item rarities are as follow, from worst to best:
Junk
Normal
Uncommon
Rare
Legendary

The benefits given by rarer equipments will be a lot beter than the benefits given by items with lower rarity.
Currently, you can only find items of rarity up to Rare.
There are currently plenty of ways of getting Rare equipments, beside the game surelly needs more Uncommon gears.

Also, I removed the internal bonus status change rarities would nativelly give, so items will no longer gain or lose a percentage boost based on their rarity level.
That also means that our friend Headless Horseman is now easier.
What? You thought he wouldn't be wearing his own loot?


Discord Rich Presence


I added support to Discord Rich presence to the game.
The Discord Rich Presence will show on your status that not only you're playing the game, but also a brief description of what you're doing, while showcasing informations like guild level, and current leading character.

I added this actually just for fun, but you may actually disable that on the game settings. Just go into the Other tab and disable Discord Rich Presence from there.


The above image shows how it looks when someone checks your status.

Currently, it only shows elapsed time when you leave the guild hall, and goes to exploring, and the elapsed time disappears when you return to the guild.

It doesn't offers any function other than letting you brag at your friends, so it might be fun.


Some more new monsters


I also added new monsters to the game. One of them was actually spoiled before on my twitter.

That monster alone makes me imagine that the game age rating might go up to 16.
Why I say that? Well, I guess you'll find out soon.

Other than that zombie bunny monster and the giant rat monster, I added 3 more monsters, which can actually be found during your gameplay.


Bloodmoon Dangers



The Bloodmoon before the update was dangerous. This time, it's even more dangerous.
Undeads and Demoniac creatures will now begin appearing on the fields during the Bloodmoon, to increase the degree of danger it offers.

Whatever you do, don't die, and don't be gazed by the eyes.
I warned you.

By the way, the town is still pretty safe, for now.
I will have to fix that issue later, but one of the biggest issues about trying to do that, is the fact that the town is still work in progress.

Filling the town with things is actually complicated, because the increase in number of polygons will cause the game to get laggier inside town.

Anyways, I'll think of something.

Tougher Giant Acid Doggie


The Giant Acid Doggie was beaten so badly on the last video I did showcasing Collin and Rose in combat, that I had to take some measures to make it tougher.
Now that creature has innate defense against the infliction of debuffs, includding reduction confused of debuff time.

That doesn't mean that the monster is immune to debuffs, but actually mean you might need more than simply a skill to confuse the monster.


A number of skill and combat technique tweaks


From skills that were way too good (I'm looking at you Double Punch), to a better attack animation and sound (Now you seem to actually cause damage, Denis).

A good number of skills got tweaks to make the characters more interesting to play as.

And there's also a skill replacement. Collin's Rush skill has been replaced by Jump Kick, which does partially the same thing as Rush, but instead of passing through the target leaving your other group members in danger, it will make the character stop right in front of his target.

Of course, just like the Charge skill, Jump Kick has a close range version, so one slot isn't wasted when the target is close to your character.

Skunk Spray now also has a chance of causing bigger monsters to flee, if they're not stinky already.


And to finish...


The bug where you couldn't toggle between individual and group selection when there is group members defeated is GONE.


Patch Note

 

Changed the text object of the acquired loot information.
You can now see the name and stack of looted items by passing the mouse over them.
The text name will also reflect the loot rarity.
A number of loot items will now count as Junk items.
There is now a interface for guild level, that will appear when guild exp is acquired.
Fixed issue where the acquired loot text was clickable.
Rose will no longer lose her underwear when using a hat.
Rose's hat will no longer appear on the wrong place when she's skunking something.
The Burning debuff flame effect no longer has filter.
Bigfoots can now inflict Bone Fracture debuff when attacking.
Reduced the number of Bigfoots required to kill on "Break the Bigfoots!" quest, from 12 to 8.
Buffed the status points given by a number of base status of the character.
Fixed issue with Marble Bracelet item.
Added some item descriptions.
Boosted the drop rate of hats from Acid Doggies and Bunny Slimes.
Gavea Sewer B2 floor is now explorable.
I hope you're strong enough for that place.
Added some new quests to Gavea Bounty Board.
Yes, there's also quests that involves the Toxic Sludge monster.
Added a new monster to Gavea South and East fields.
Fixed issue with Magara's wings, when she's walking while wielding a sword, and facing camera.
Changed how Denis Dagger attack animation works, to look a bit better.
Side Step skill now has a 10 seconds cooldown.
Waschbarens will no longer have innate sleep debuff infliction upon attacking.
Instead, only their Drowziness Spell will have the bonus chance of inflicting sleep.
Added a number of new loot to the game.
Changed the status of the Simple Copper Bracelet.
It no longer gives you penalty to Magic Damage.
Now it gives you +5 Magic Damage, and +60 Buff Power.
Gave Giant Acid Doggie a new rare loot.
There is now a chance of successful collection of crops on Gavea Farmlands.
The success chance right now is 65%.
That also affects the number of a crop you can gather if the crop gives you multiple items (like the tomato).
Changed the attack sound for Denis Novice technique.
Added more crops to the farms in Gavea Farmland.
The game will now let you know that an item is an accessory.
Added more information disponible on items.
Changed the grey color in item description for better readability.
Changed the attack time of Plasma Eaters, to avoid them from spamming damage on your characters, when affected by cancelling attack effects.
Added support to Discord Rich Presence.
That will show a status update when you're playing the game, resuming what you're doing.
You can disable that on the game settings.
Added missing cooldown from Low Kick skill.
Now it has a 35 seconds cooldown.
Buffed the damage and confusion infliction rate of Chained Punches skill.
Fixed issue where item pick up sounds weren't playing correctly.
Fixed a bizarre bug where attacks with range would hit foes more times than should.
Buffed Crippled Debuff chance from Critical Shot.
Headshot skill now can inflict Confused debuff, instead of Bleeding.
Buffed Heal skill power.
Replaced Collin's Rush skill for the new skill Jump Kick.
Jump Kick has also been added to Fighter technique.
Added some monsters that will spawn during Bloodmoon.
The new monsters will not appear in Gavea East Field, since that's a tutorial zone.
Monsters still doesn't spawn in the town, for now.
Revives now clears monster targetting.
Skunk Spray now causes bigger monsters to flee if they don't have Stench debuff on them.
Increased Giant Acid Doggie resistence to all debuff, and also made Confused debuff duration last 33% of the normal time on it.
Killing a boss monster now saves the game afterwards.
Yes, you can no longer exploit restarting the game to try getting better loot.
Fixed issue where you couldn't sit in stools inside Gavea Guild Academy.
Changed the text object of the buttons in the dialogues.
That also means longer texts will be readable.
You can no longer close the storage while holding an item.
Reduced the population of Bunny Slimes from South Gavea Field from 150 to 70.
Reduced the population of Night Bats from South Gavea Field from 50 to 40.
Item rarity will no longer offer a status boost percentage to the ones equipping it.
There was a innate rarity bonus, which made so each rarity offered a bonus percentage to the equipment status.
Yes, the Horseman was also being benefited by it.
Fixed issue where Punch Combo skill was way too good at higher levels.
Fixed a bug where the hotkey for individual and group selection didn't worked if you had defeated members in the group.
Changed the time the Headless Horseman will be haunting Gavea Farmland to between 20h and 4h.
Acid Doggie's urine effect will no longer disappear when confused.
Fixed issue where hat would be floating when Asphalion is Knocked Out.


Download


Hello there new project page. Mind offering our players the download link of the new version?

Download: https://nakanondev.blogspot.com/p/guild-management-game-project.html


What's next?

Well, I have a number of characters drafted into the game, includding some that might be involved in future quests. One of them is the Gavea Guards, which will have a male and female version, and of course, be present in Gavea, and also some fields.

One thing the game desperatedly need is more npcs, so I can make the world livelier.
I plan on making quite a number of the npcs in Gavea and fields being bunny humanoid characters, to make cohesion with the story about the war, that is being revealed as I add quests, and also how that is related to the arena master in Gavea.
That reminds me that I need to begin taking notes of my ideas of future quests, to avoid forgetting.

In south of Gavea Farmlands, I plan to add a new region, which is planned to be swarmed by undead monsters.
Hopefully I'll manage to develop that place with fields, and possibly lead to a new town you can visit.

Due to our new bunny zombie monster addition, I believe Hardcore Mode is now a possibility.
Before the update, the characters would only get incapacitated in combat.
After this update, they can end up dying depending on what happens to them.
That might be handy for hardcore guild modes, to make so you can actually lose guild members if you're not careful in combat.
I might try working on that any time in the future.
By the way, definitelly that if when the guild master is implemented in the game, and it ends up dying, it's instant game over, right?

There is a extra game mode that I still need to finish some time in the future too.
It will be accessible by the Gavea Arena. Once I get the game mode in a state that it's good to showcase it, or on the news of launch of an update bringing it, I'll talk more about.
The perfect plan results in the Arena Master being recruitable by it.

Final words


Thank you very much for showing your interest in the project, and to all people who offered me their feedback about it, even after playing or not the game.

I don't know if there might be an update before the holidays, but I will wish you all Happy Holidays just in advance, and have a nice end of year.

See ya next time. :3

Sunday, November 13, 2022

Another Guild Management Game update, with a new character includded.

 


And a new update arrives, with interesting changes, and a new character.

New Character

Rose

The witch Rose has arrived to the game, and is fully acquireable (unless I messed up on her recruitment process). She currently doesn't have her curse magic with her, so she will be able to use Psychokinesis magic to cause problems to your guild opposition.

The only clue I'll give you for where to begin her recruitment quest, is by checking the latest visitable Gavea Field.

Combat Techniques Resetter

A npc has been added to Gavea Guild Academy to allow you to reset your character combat techniques.
A fee of 1000 Golds will be required to reset the technique of the current leader character.
Yes, be sure to have the character you want to reset the technique selected as leader of the group before attempting to reset techniques.

There is no limit as to how many resets you can do or anything.
Just keep in mind that the npc will reset ALL your character combat techniques, so be sure to set the skills on all of them after you reset.

Other Changes

Halloween has passed, and it's time to remove the decorations for it, so the lamp posts and Gavea Farmland will return back to normal.

The Headless Horseman also got changes. His sword got a few nerfs since it was way too good.
Also, he will not spawn all the time in the farmlands.
Instead, it will spawn between 23 hours and 4 hours (4am), so if you want to avoid it, or it's blocking your way, just try passing through where he is outside of that time range.

Umbra and Denis got a new skill to their Rapier or Dagger technique. That skill will make it easier to avoid staying in front of the monster, since upon using it, the character will move sideways of it if the character is in front of the monster.

Of course, that skill will not be very handy if they are actually tanking the monster, but if they're actually offering extra dps, will at least help keeping them alive, and out of danger way.

Characters will also now speak when using certain skills.
With the exception of Rose's Familiar Maker skill, there's a chance the character will speak when using skill.
Do let me know if that annoys you.

Change Log

Umbra's Epee and Denis Novice Combat Techniques gained Side Step skill.
This skill allows making the character side step away from the target face, while delivering an attack at the end of it.
Or simply attack the target, if the character is not in front of the target.
Tweaked the Horseman Blade status.
Now it gives 12 Physical Damage, 8 Defense Pierce and 2 Power changes.
Added a npc to allow Combat Techniques resetting inside Gavea's Guild Academy.
You need to have the character you want to reset the combat techniques set as leader, before talking to it.
It costs 1.000 golds to reset. Price doesn't changes.
All combat techniques are resetted upon using this. Be sure to spend points on all your character combat techniques.
Fixed issue where Recovery Sound skill was way too good.
You can no longer abuse of the targetting delay from hostile monsters to deal some quick start damage.
Toxic Oozes now stacks.
Removed redundance from Melissa's description.
Added a scroll bar to the character description in the guild applications window.
This will be handy if the game gets a character with a long description.
Rose is now recruitable.
Changed Asphalion's recruitment quest to add a dialogue branching for when Rose is present.
Removed Halloween changes from the game.
Lamp posts light will now be white, and no longer has bat silhouettes.
Removed the mist from Gavea Farmland.
Changed the moment the Headless Horseman will appear on Gavea Farmland.
It will now spawn between 23 hours and 4 hours.
If you're already facing it outside its spawn time, it will not despawn, unless it loses targets.
Characters will now speak when using certain skills.
Let me know if that annoys you, so I can lower its appearance rate.

You can get the download link of the update on this post:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Enjoy :3

Saturday, October 29, 2022

New Guild Management Game Update: The Haunt of the Headless Knight


About the Knight

Yes! New update came out. I wont really spend much time talking about it, but I will talk about the image above.

I added the Headless Knight as a kind of boss you can face in Gavea Farmland. Currently, there's no quest that asks you to face it or anything. Bring your strongest as possible characters to try facing it, and be careful not to be flattened by it.
The boss itself has some cool loot, and has a 2 hours respawn time.
Gladly, there's a system that will discount the time you spent offline from the mobs respawn time, so you don't need to keep the game open for the respawn time to run out.

That boss might be relocated in the future, but for now, it will be in Gavea Farmland.
If you manage to get the boss to end up in the exit point of a portal from another map, don't worry. There is a 10 seconds delay before aggressive monsters can attack anything, so just run away.

Tweaks

Many skills in the game got tweaks and changes. Check them out and see if the changes are good.
One of the weaks I did, was making the Charge skill useable on close range. The reason for that, is because the skill turns totally useless if the target is directly in front of your character.
The solution I did to that, was making the skill about 80% effective in lower range, and reduce the running duration.

I also added 3 new skills to Collin, and 1 to Melissa. Their gameplay might actually be better now.

What about the witch?

Sorry. Her Psychokinesis technique is mostly completed, but I still didn't begun yet working on her recruitment quests. Also, I've been spending a bit of time working on a side game mode that might be disponible in the future, and if everything works well, it might bring another new character upon launch.

Please wait until I finally be able to launch her, and possibly, also work her Witchcraft technique too.

Change Log

Added a hoodie to Hunter Dalia. She might be a potential future character.
Added a new monster to Gavea Sewer Entrance.
Added a teleporter to Gavea Arena.
There is not much inside it, right now.
Tweaked many skills.
Many skills got their damage increased.
Fixed an issue where a number of skills were making your character have a fixed amount of damage percentage, instead of increasing status.
Epee Stab skill now not only lets you know that it may inflict bleeding, but also the change increases with level.
Stab skill now increases Bleeding infliction rate with the level.
Bare Knuckles unnarmed damage increase is now effective even with the skill on level 0.
Bow Expertise now increases attack range.
Buffed Burning debuff infliction rate of Pyromancy skill.
Buffed Confused debuff infliction rate of Punch Combo, Charge.
Bash skill now hits enemies in a small area around the target.
Removed the cap of hits to a same target on Supressive Fire Skill.
Supressive Fire and HeadShot skills will now try hitting targets in line.
Fixed a bug where Epee Stab skill was reducing damage by 20%, instead of defense.
Boosted the Critical Rate chance of Headshot and Vital Shot skills.
Vital Shot now has a chance of inflicting Bleeding debuff.
Nerfed launching range of Forceful Shot.
Buffed Vital Shot, Epee Stab and Critical Shot damages.
Fixed a typo on "Lets Move" quest.
Umbra got some Defense Rate on his Swordsman technique.
Boosted Magara's Defense Rate on Warrior technique.
Fixed Magara's headgear positioning.
Nerfed the damage of the Giant Acid Doggie.
Added Orange, Yellow and White Potions.
Those potions can be bought from the General Store in Gavea.
Prepare your pockets.
Added Headless Horseman boss to Gavea Farmland.
Watch yourself when exploring that place, since he resents the living.
That boss has a 2 hours cooldown before it respawns, which is also affected by real life time. Return later after killing it.
Holding an item when changing maps, returning to the Guild, or quitting the game, will try sending the item to inventory.
If it's not possible to place the item on the inventory, the item will be dropped, and can't be acquired again.
Added effects that happens when you're in the Guild Hall, while a Bloodmoon is happening.
Reduced health bonus from Big Foots, and boosted a bit their attack.
Added a bit of defese to Little Willows.
Made the Forceful Shot launching animation faster.
Changed how stores manages their item infos.
You will not notice a diference, but there is less infos being held by each item in the stores, so it saves memory.
Changed how the mob spawns definitions works.
Charge skill can now be used in close range.
The charge time is greatly decreased in close range.
Charge will be mostly 80% effective in close range.
Reduced the number of Night Bats from Gavea Farmlands from 50 to 30.
Added Recovery Sound skill to Asphalion's Chill Music technique.
Regeneration skill is 3 times more effective when the character is sitting down.
This should have your tanks more ready to return to combat faster.
Buffed Punch Combo Confused debuff inflicting rate.
Added Powerful Punch and Chained Punches skills to Collin's Brawler Combat Technique.
Added Low Kick skill to Collin's Fighter Combat Technique.
Added Arrow Barrage skill to Melissa's Hunter Combat Technique.
Increased the delay before agressive monsters begin chasing players from 5 seconds to 10 seconds.
With a boss spawning in a field where you can do quests, I increased the time to give you a chance of avoiding being camped by it.
Did some changes to the lamp posts to give them a bit of halloween feel...
Sorry that I couldn't do more on the game for the season.

 You can get the download link of the new update from this thread:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

I still will need to find a better place to place my project for download and stuff, beside I've been thinking about itch.io. The problem is, I still need to make up a name for the project before posting it there.

Well, that's all I have to say about this update.

I hope you have fun, and enjoy the new door opening animation :3.

See ya on future news :D

Wednesday, October 5, 2022

My attempt at making the Guild Masters.

Well, since the project is about making and managing a guild, and also exploring the world with the aid of your guild members, it would be really weird if there was no guild master.

Differently from any other guild member, the guild masters are planned to be actually customizable. The hair style is one of the things that is planned to be customizable, includding changing the guild master gender, and in the future, even other guild master races (which will require me to design them totally different).

The image above, showcases the human male (left) and the human female (right) guild master designs. The hair style, as I mentioned above, is going to be changeable. Another thing that is going to be changeable, is not only the hair color, but also the outfit and skin colors.

I want to try making the guild master as much customizable as possible, even more since they are kind of supposed to be the player representation in the game.

I still have to work on the rest of their sprite works, and also how their attack animations will work (which will probably work different from the other companions attack animation).

By the way, as a little addendum: The guild masters are actually quite complicated for me to setup, but probably will be worth it to see them in action.

Well, that's all I have to say about the guild masters so far.

Once I have something more solid about them, and even a playable version of them, I will be sure to showcase.

Stay tunned for more news.

Until next time. :)

Monday, September 19, 2022

New Guild Management Game update out. Various fixes and some QoL changes.

 


This update brings new fixes and tweaks to the game, includding to a issue regarding lighting that is quite serious. Let me talk about each thing one by one.

Bounty Board

Since launch, the bounty board were having a issue where it wasn't updating the bounties list correctly.
The result of this issue, caused bounties to stack in game memory, without their time depleting, so there was no actual randomization of bounties active.

The issue is fixed, and bounties will not only be able to spawn as time passes on the game, but also bounties on the board are now able to expire, giving place to another bounty in the rotation.

The saved bounties that were saved with the game world data will be erased upon loading the game, but due to how the bounty system works, at least one bounty will be disponible for you to take on Gavea Guild Academy.

The Lighting Issue

I have to say: Since I begun working with Unity to develop this game, while learning to use this engine, I always turned off the visibility of warnings on the debugging.

Yesterday, I noticed that there were several warnings being generated when debugging the game, and upon googling about it, I discovered that it's caused due to updating lighting positions and settings too often.

The issue itself was so severe, that I put down the previous version of the game from download after a friend told me that lighting errors could cause severe stress on the processor.

I think I might have been able to fix the issue. I have been debugging the game today with some extensive gameplay, and there were no warning spam on the console about that issue, so maybe I fixed the issue.
The side effect of this, is that there will be a visible delay with the movement of day and night light, which is noticeable when you have clouds shadow passing through the screen.

Positioning Tweaks

I added quite a lot of positioning tweaks to the game, so things are visible on your character sprite, instead of visible on the position of the world your character object is at. That also means that things like Shadow, will now look like they're actually under your character, when executing an action where the sprites position isn't the same as the character object position.

Other Changes

Well, I discovered recently that I can use multiple cameras to draw layered things. Now, the character name texts will be drawn under the character, and still be 100% visible when you do so (Npcs didn't got that change yet, so their names still show above them).

The Gavea Sewers got tweaks in the lighting, and also added more light sources in it.

Many items got their weight tweaked. Not only that means you'll be unable to carry hundreds of various items on your character, without making it extremelly annoying and restrictive on how much you can carry. The Wooden Armor and Wooden Shield got their weight nerfed, since for some reason, their weight were absurdly high for the kind of armors they are.

Also, armors no longer nativelly change your attack speed depending on their type, so there's no more benefit of attack speed for using cloth armor, neither penalty for using heavy armor.
The defense values they increase based on type still remains (Cloth giving more defense to Magic, while Heavy giving more defense to Physical).

I also added the Plunder Around order. That order will alternate between trying to loot items around your characters, and attacking a nearby monster. You can activate that order by pressing Shift+Space, or clicking the new order button in the game.

Change Log

Changed how the character names are displayed when passing the mouse over, from above head, to under the foot.
Added some few lights, and also tweaked the lighting of the Gavea Sewer.
Made the positioning of Shadow, Damage Numbers and also the origin position when a character look to another, be their sprite position.
Characters using skill will no longer be picked by the Loot Around order.
Added a Plunder Around order.
Plunder around will alternate between attacking and looting around.
Can be activated by pressing Shift+Space.
Dropping items from your inventory will now update the weight value of your inventory.
Fixed a bug where overweight penalty would not be under effect if you reenter the world.
Tweaked the weight of many items.
Increased cooldown of healing items from 1 to 5 seconds.
Fixed an issue where the Techniques window didn't stretched correctly to the bottom of the window.
Magara's Recruitment Quests now have proper rewards.
Added the missing level 12 cap on Gavea's Southeast Field.
Fixed a typo on "Let's go Shopping?" quest.
You can now return teleport to Gavea's Tutorial Camp regardless of wether you completed or not the tutorial.
That place was known as "Gavea East Field" on the teleport destinations.
Added a dummy objective at the end of Magara's third recruitment quest, to not give the impression the quest is completed already.
Fixed a issue where the game was taking the character creation informations from the wrong place.
You can now know the name of each status in the character creator.
Fixed a bug where active bounties were stacking, instead of shuffling.
The saved bounty quests disponible will also be resetted upon loading a save, so they can respawn normally.
Reduced the cooldown before you can repeat a bounty quest from 3 days to 1.
Fixed a rare softlock that could happen if multiple characters tries to loot the same item.
Eased a bit the processing of character scripts, to save fps.
Added a possible fix to a lighting issue, that is not actually visible, but possibly detrimental if playing the game for too long in the same map.
That fix will actually causes the shadows to have a bit of lag when moving.
Fixed issue where Wooden Shield was giving Maximum Health, instead of Defense.
Removed the attack speed change given by armor types.
You can no longer alter inventory or equipments while the shop is opened.
The shop will now update correctly the items in your inventory for each purchase/sale.

The download link of the update can be found on this post, as usual:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Enjoy :)

Monday, September 12, 2022

Guild Management Game Really Necessary Update out.

 


In advance, I want to say I'm sorry for leaving a few bugs and issues on the game, since it was either I launch the update now, or get it on hold for a week or two more.

The reason why I wanted to launch this update, is because of the lots of things it brings with it.
One of the things this update fixes, is the monsters loot.

Loot

Before this update, each item that looted from monsters had a rigid body, so physics and terrains could alter the movement of items, and also have the chance of causing them to go some place you can't reach, like in the case of Gavea's Southeast field cliffs. If a loot you got falls on the water, you lost it.

Now not only the game checks if the destination of the item upon looting is reachable, but also the jump the item does is scripted, so there is no way the item may slide somewhere else other than around where it dropped.

Debuff Empowering

Now damage dealing debuffs will get their damage increased based on the character Wisdom.
This change was done because, if it wasn't done, damage dealing debuffs would easily turn to irrelevant later in the game.

I also fixed an issue with the script that checks if a debuff should afflict someone or not. Seems like I had messed up on the condition when I made it.

Status Fixes

There were some issues with defense rate and defense pierce status (which are an addendum used to determine how much damage the monster will get, either reduced or extra), and now combats against certain monsters is no longer harder than should.

Interface Changes

Many interfaces got tweaks, fixes and changes. The issue where quick slots, items descriptions and stuffs weren't showing tooltips are fixed.
I also changed the text object used on many interfaces of the game (I don't know if I missed any), so the text should look cleaner and better.

Item Quick Slotting

Yes, you can now quick slot items on your character. Just pick up the item on the inventory, and drop it on the slot. Pressing the quick slot key will use the item bound to it.

2 New Areas

Originally, only one area was going to be includded on the update, which is Traveller's Path, which is located West of Gavea Farmlands. But today I decided to work a bit on the sewers of Gavea, since I already added the entrance days ago, so here we go. Gavea Sewers is also includded.

I only managed to get one floor of Gavea Sewers done, and I still need to work more on it, like adding lighting, fixing some issues, and also add more monsters.

Sadly, I wont add screenshots showing the new areas, because it's 3:29am and I will need to be going sleep in 30 minutes, so I guess this can be a kind of quest you guys can take, like... Find out how the place look by itself. Beside, the photo used as spoiler of this news was taken in Traveller's Path.

Change log

Fixed an issue where monsters were having hard time figuring out who was causing most threat to it.
Acid Doggies are no longer vampires.
Yes, that means they got shadow.
Gavea's Farmland gained a Graveyard.
Reduced the population of Plasma Eaters on Gavea's Farmland from 30 to 15.
Added description to Magara's Warrior Combat Technique.
Added Forceful Shot to Umbra's Pistoleer Combat Technique.
That should help getting him out of danger.
Changed how looted items behave, to avoid them of falling some place you can't reach.
Damage dealing debuffs now have their damages scaled with character level and status.
Wisdom increases buff damage and damage resistence.
Fixed an issue where the status for checking if a debuff should afflict a target were... Completelly bonkers.
Fixed a number of issues related to characters and monsters status.
Yes, that made Naked Goats a bit less dangerous.
Changed many loadscreens.
Fixed a bug where hidden walls wouldn't show up anymore.
Fixed issue where the Baby Bunny Slime Hat were showing the wrong headgear when equipped.
Nerfed the healing caused by Healing Song.
Fixed issue where you couldn't click characters to target them with a skill.
Fixed issue where Collin, Maria and Umbra were showing up invisible on Gavea's Guild Academy.
You can now make characters use furnitures, by clicking on their seat.
It's now possible to place items on quick slot.
Fixed issue where quickslots weren't showing their descriptions correctly.
Nerfed defense bonus given by Endure skill.
Renamed 'Endure' skill to 'Endurance'.
Changed how bounties shown works.
That also seems to have fixed an issue where new bounties weren't showing up.
Allies now have a fixed minimum move speed, so they can keep up with your other party members.
Fixed issue where the plasma eater attack could some times leave a silhouette of its targets floating on them.
Item descriptions now shows item weight.
Threat Power of the characters will also influence who the aggressive monsters will attack first, disregarding a bit distance.
Fixed a bug where monsters could try targetting the dead.
Greatly improved the drop rate of many items acquired from monsters.
Yes, it's now viable to farm apples from Bunny Slimes.
Healing numbers no longer will spawn directly on the center of the healed character.
Some items now have use cooldown.
The cooldown isn't absurdly long.
The skill and item hotbar now has a radial effect that will play when they're in cooldown.
Changed the text object used to display many of the interface texts on the game.
Now the texts shall look less blurry.
The character creator will now pickup one of the random characters you can create upon entering the creator.
Might be useful if you're sick of seeing Denis.
The Techniques Window will now show the icon of the Technique on the dropdown.
Nerfed Bow price from 250 Golds to 75 Golds.
Boosted a bit the damage and defense bonus per level that monsters gets.
Nerfed Restoring Sound healing effect.
Night Bat level has been increased from 4 to 7.
Added Traveller's Path map west of Gavea's Farmlands.
The monsters in it also have their own bounty quests too.
Added Gavea Sewers dungeon to Gavea.
Currently, there's only the first floor, and it still needs more monsters.
Changing maps will now change the direction the camera is facing upon entering it.
Guide yourself through the compass to avoid getting lost.
I added a setting that allow you to turn that off, if it is confusing you.
The Magara character that you fight against on her recruitment quest, is now level 20, instead of 10.
You can now drop items from your inventory on the ground, by left clicking anywhere outside of a interface.
You can also now clear the held skill, by left clicking outside of a interface.
All bounty quests repeat delay were changed back to 3 days.

Well, that's about it for this update.

To download the update, get it from the download link in this post:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

I recommend you guys to follow me on twitter, since I usually showcase what I'm doing in the project there, since it's really quick to do so.

Beside, I should make more posts here, and a page dedicated to this project, since seeking the post with the download link everytime I launch a new update is really bad.

As for future planning, I'm working on a witch which will be the next recruitable character the game will have. You can check the spoiler on my twitter posting bellow:

https://twitter.com/Nakano18Online/status/1566679951948107777

So far, I've done the animations and the basic tech stuffs. She now need skills.

Soon you guys can try getting her on your team, beside I'm not sure if I'll make her as easy to get as Asphalion was.

Have fun :) 

Sunday, August 14, 2022

New Guild Member and Several Game Improvements and Tweaks


My little project is stepping slowly and slowly, but the amount of stuff that changes with each update makes it worth it, or at least so I think.

I'm actually having some issues to focus on what to do next on the project, since I plan A, and I decide on practice to do C because looks cooler and interesting.

New Character



The new character has arrived. Asphalion doesn't have a stupid requirement for starting his recruitment quest, but you might want to watch yourself when doing the second step of it. Unlocking and adding him as a member of your guild, will not make him able to be picked as party member you can bring on your quests, but also allow you to access the storage function.

He currently only has a technique for using lute, which is also a new weapon. His technique might be handy on your adventures, even more if you have problems with health, heh. Sadly, there's no other lutes you can get in the game to improve his status, so that lute he uses normally is the only one in the game right now.

Lighting Changes



I not only fixed, but tweaked how lighting works on the game, so it might be a bit more pleasing to look at. There are still some issues like the case of some objects going grey when around the midnight time.

The game should now look darker around midnight time, but I also made so Full Moon nights actually make the map more illuminated than any other night.

Also, moon phases are now saved with the world data, so no longer resetting moon phase to full moon everytime you restart the game.



I also took the liberty of adding a Blood Moon event that can end up happening in place of a normal night. Since I wanted to make it have some cohesion with how moon phases work, there is a chance of it triggering upon changing moon phases. There is no pre-requirement to start a Blood Moon right now, but I recommend you to not go outside of the town during that moment, and neither start the game when one is happening.

Currently, you're safe in towns. In the future, I plan on changing that. The only 100% safe place in the game from Blood Moon is literally your Guild Hall, which I will need to do something about to increase "immersion".


As for the last change, beside the many tweaks and changes the game got, and it getting less grindier for you to level up your characters early in the game, many character skills had their cooldown reduced. Now you should no longer wait for too long for skills to reset.


The patch note can be found bellow:

Fixed issue where Gavea South Field was visibly darker than other fields.

Fixed a bug where buff status change persisted after the target is defeated.

Losing the effect of a buff or debuff will now remove their effect too.

Starting maximum inventory item count were increased from 10 to 20 items.

Fixed an issue where monsters could aggro defeated characters.

When the target of a monster is defeated, it will try targetting the next highest aggro character they know.

You can no longer use multiple skills at once.

Red Potion healing now varies between 35~65 Health restored, instead of fixed 50.

Added some crops to Gavea's Farmland.

They can also be looted with the loot around order.

Healing also increases exp based on 33.3% healing value caused.

Characters will now visibly seen to be walking slower when their move speed is lower than should.

Character acceleration and angular speed will now be updated alongside their speeds.

That should fix issues where fast monsters chasing the player had high chance of missing.

There is no more skill slots on the techniques window.

Now, you will need to directly place the skill icon on the slot of the character, on its info interface.

Incapacitated characters will no longer ruin your group formation.

Fixed issue where the new quest window was... Compressed.

Having at least one knocked out member on your group no longer makes the Move Group button go bonkers.

Fixed an issue with right clicking items and skills.

Day and Night should now be brighter and darker depending on time.

Clicking somewhere to move while having a previous character knocked out, will now make the leading character be in front of the party on the destination, as intended.

Being hurt by monsters attack will also increase technique exp.

Exp increases base on 33.3% of the damage received value.

If the damage received exceeds your character health left, the exp will instead be based on left health.

Full Moon nights are kind of brighter than other nights.

Moon Phase is now saved with the game world infos.

Reduced the cooldown of the following skills:

Punch Combo: 45s -> 25s

Spin Kick: 35s -> 15s

Bash: 35s -> 25s

Fireball: 40s -> 20s

Flame Breath: 50s -> 35s

Flame Eruption: 35s -> 25s

Headshot: 55s -> 35s

Supressive Fire: 40s -> 20s

Critical Shot: 35s -> 25s

Double Shot: 20s -> 10s

Epee Stab: 40s -> 20s

Unload Bullets: 40s -> 30s

Vital Shot: 55s -> 35s

Stab skill now has a chance of inflicting Bleeding on the target.

Headshot skill now ignores part of target defense.

Epee Stab now has a chance of inflicting Bleeding on the target.

Fixed an issue where the Giant Acid Doggie couldn't drop the hat.

Changed how monsters exp reward works.

Also changed the formula of max exp for character level, to not ridicularize earlier levels.

Your character exp bar will be emptied when loading your guild.

Skill cooldowns will now be saved when you change maps, or move to guild hall or something.

If you move to another map or guild hall while the skill is currently in use, it will set the cooldown as if the skill just finished being used.

Fixed the satelites orientation on the character selection screen.

Added the possibility of a Blood Moon happening on the game.

The moon light will be red during a Blood Moon.

From 18pm to 6am, monsters will be extra aggressive and faster.

This also includes passive monsters.

Currently, staying in the town or the guild hall, will keep you safe from that event.

I don't recommend starting a new save when it is happening.

Gladly, time passes when you're on the guild hall.

The clock will snitch when a Blood Moon will happen.

Added a potential fix to a issue where the audio settings were being overriden after it loads.

It could cause a issue where all the audio volumes were set to maximum.

The game will now extend its effects list when necessary.

That means that if various monsters are affected by an AoE and get a debuff, they all will have the effect shown.

Reduced day light intensity.

Increased the attack range of:

Maria:

- Pyromancy technique from 300px to 500px.

Melissa:

- Ranger technique from 500px to 1000px.

- Hunter technique from 800px to 1000px.

Umbra:

- Pistoleer technique from 500px to 800px.

Fixed an issue with Magara's walking animation when she's using a sword, and facing forward.

Bizarrely, the walking backward frames were drawn as intended.

Fixed a timing issue with weapon attack hit times and the time sounds plays.

Fixed the name of Gavea South Field.

It is no longer known as North Field.

Fixed an issue where some projectiles may not end showing up on the first attack.

Asphalion is now a recruitable guild member.


You can get the download link on the link bellow.

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html


So far, the game needs content, and I should try working next on adding that.

One of the things I'm least inclined to work on, is spriting monsters, but if I don't do that, the game will get no new content.

I will also have to spend some time to make a draft of the Guild Leader. A Guild without Guild Leader isn't a Guild. Don't worry, I'll try letting you pick how your Guild Leader will look.

Also, I was working on Magara's pistol + shield technique (remember the plan A and practice C?). So far, it's mostly done, but I need to make her tankier when using a pistol, and be able ot deliver damage too.

And I'm kind of itching myself to add a dungeon to the game, but I will definitelly need monsters for it, so... You can see that my road is quite long on the development of this game.


Anyways, have fun :)

Tuesday, July 26, 2022

Facing the Giant Acid Doggie. Guild Management Game Update released.

 


Yes, totally that this update is entirelly about the boss fight against the giant acid doggie. Even though last update came a few days ago, it can't be for anything else, right?

Heh, well, I believe you guys don't believe me, so I'll say right away the reason for this update: Last update came with quite a number of bugs and issues that were either annoying, or detrimental for gameplay.
The most detrimental issue the last update had, was that bounty quests cooldown weren't working correctly, so you had bounties that required you to play for about hundreds of in-game days, in order for them to be disponible. By the way, loading your guild on the latest update will reset the number of days until the quest becomes available again, so don't worry about that bug.

This patch fixes not only that issue, but another one too. I found a thread on unity site about manager heap, and how much garbage can be caused by scripts. I managed to fix a good part of that issue on many scripts, so about 90 MB of memory is saved, compared to previous update.

And to finish, the interface of the character status while in-game, should no longer diverge with the state of selected character. And you shall no longer be able to turn into a leader, or activate a skill on defeated characters.

Here is the full change log:

Tweaked the game scripts to reduce the garbage generation.

Monsters will now give more exp based on their base status.
You will no longer be able to change leadership to a incapacitated character.
You can no longer use skills while stunned or incapacitated.
Fixed a bug where you couldn't take bounties.
The game should now count correctly the number of days passed since you last accessed your guild.
Fixed some issues related to entering world sound, and knock out sound.
Changed the time at which counts as day passed for quests from midday to midnight.
Added equipment loot to some monsters to fill your inventory make it more interesting.
Fixed issues where not only the selected character check mark wasn't working correctly, but also changing character by F1~F3, or toggling group selection with [' or ~] wasn't changing the check mark states.
Changed how bounty boards will display quests now:
Only up to 5 quests will be displayed on this list. (So far, this haven't changed)
Once you take a quest, that quest slot will be disabled while the quest is on the bounty board, and you have the quest active.
Example: If you get a quest to kill bunny slimes, if you reopen the bounty board, instead of displaying 5 quests, will show only 4.
This might actually make so next time you return to Gavea's Guild Academy, there will be quests for you.
Added a bounty for hunting the Giant Acid Doggie.
Removed some useless packages from the game project.

 You can download the update on the usual thread:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

By the way, the inventory is being a issue right now, huh?

I guess I should do something about that, heh.

Saturday, July 23, 2022

Guild Management Game Update released. A more dangerous world, Gavea's Farmland arrival and... Hats.

And then, a new update for the game comes in, and bringing new stuff with it.



First of all, Combat Trainer Magara is recruitable, if you manage to get Guild Level 5 and then talk to her in the East field of Gavea. Currently, she only has technique for attacking with swords, but in the future, she will be gaining more techniques, includding some that uses pistol.

If you were having a issue where the game was asking you multiple times to input your guild name, this update fixes it, and the game will try correcting that issue upon loading your save, if you completed the '[Tutorial] Moving' quest. If you didn't, It might ask you one more time to input the guild name.

Many monsters in the game gained some behaviour AI. Be careful when exploring the game world after installing this update, since this means that monsters will less likelly only attack you if they attack you. In some cases, things can get more dangerous.

As an addendum, a number of monsters can now inflict debuffs when attacking too, either by normally attacking (like acid doggie), or by using skills (little willow). A good chunk of buffs and debuffs not only got effects, but also got sound effects too, to make them more interesting. If you feel like wanting to eat a bread with melted butter after a character of yours catches the corrosion debuff, I won't blame you (beside I dislike butter).

The game also features many fixes and tweaks all over the game. The status system of the game has also been changed, not only to fix issues with combat techniques passive skills being under effect regardless of the technique being active or not, but also to avoid future issues, like the case of adding equipments that increases character base status.

There is also the addition of hats to the game. There are about 4 hats acquireable in-game. 2 of them can be bought at the Equipment Shop in Gavea, by visitting the Armor Vendor or whatever is the npc name. The other 2 hats are drops. If you saw the spoilers of the characters using the hats, then you know who drops them.

And to finish: I added a new map to the game, Gavea's Southwest field, which is actually known as Gavea's Farmlands. That place has a new monster called Operator. Remember when I told you to be careful when facing monsters on this update? Also valid there.

You can check the full change log bellow:

A good number of skills will now either inflict Physical or Magic damage depending on the skill.

Ex: Bash will be a Physical damage inflicting skill, while Flame Breath is a Magical.

Fixed a issue where attacking monsters placed back the level capper.

Shields were implemented, and are for sale on the Armor shop.

Clicking the inventory button will now toggle on and off the inventory.

Double clicking to equip an item will now not only change your current if need to change your currently active technique, but also will update your character status interface.

Equipping an item manually on its slot will no longer forcedly pick the first possible technique, if the weapon is the same type as the previous.

This will be handy in the future.

Added some tutorial notifications for when opening inventory, learning active and passive skills, and also a tutorial teaching how to move on Gavea's East Field.

Don't worry, the movement tutorial will be automatically completed on new saves, as for the other tutorials...

Umbra's Charge skill will now show him charging at the foe, instead of swinging wildly.

Reduced the time bounties will be active for.

This will increase bounty quest rotativity, and possibly reduce the chance of having no bounty disponible upon passing a day.

Added some missing npc shadows.

Yes, there's no vampires yet in the game.

Giant Acid Doggie got a 5 times max health boost.

Increased the number of Plasma Eaters on Southeast Gavea Field by 2 times.

You can no pickup skills from technique window that had no point spent on.

Held items and skill icons will now be cleared if you press right mouse click.

When clearing a held item, the game will try placing it on the inventory. If it's not possible, it will drop the item, so be careful.

It's now possible to directly place a skill on the skill slot on the character information.

Acid Doggies now have a chance of inflicting Corrosion debuff upon attacking.

That debuff reduces the Physical Defense, Critical Resistence, alongside inflict minor damage overtime.

Little Willows will now try using Bash skill in combat.

Yes, they got more dangerous.

Added two little hats you can give to your characters.

Check twitter for spoilers.

Changed how the characters are displayed on the character creation screen.

Toughness skill will now offer more defense than before to the character.

Also changed its icon.

Boosted Plasma Eater's Life Drain attack from 15% damage as health restored to 75%.

Added Gavea Farmland Southwest of Gavea.

Fixed a visual bug that happens if Maria dies while casting Eruption skill.

Night Bats are now blood thirsty.

They will have the chance of inflicting Bleeding debuff on their target. It will cause minor health loss over time, which increases when attacking or moving.

It will also cause something else to happen.

Changed Collin's kick animation.

Instead of delivering a sideway kick, that didn't looked like that, he'll deliver a frontal kick.

Combat Instructor Magara is now recruitable.

Recruitment begins if you talk to her while having a guild level 5.

Added a general items shop in front of Gavea's Guild Academy.

Fido is Missing quest is now acquireable and reportable through a new npc in Gavea.

Look for it in built areas.

Changed how the character informations at the bottom of the screen, when your guild members are on the field, will work.

That interface will now need less information and less updating than the previous, so it might be better performant.

When the character health goes to 0 or under, it will replace the health text for "Incapacitated" instead.

Fixed a bug where combat techniques passive skills would stack.

You will no longer be able to change combat techniques while a skill is in use.

Reporting the "Moving" quest will now have the characters doing a brief introduction of themselves to Magara.

The leader character will do their introduction (Character currently selected).

Nerfed the sell price of items.

Every 6am and 6pm in-game will save your guild infos.

Nerfed Cestus, and buffed Brass Knuckles.

Added weight system to the game.

Each item and equipment on your character has a weight value.

The maximum weight will be defined based on the STR value of your party members.

Having the weight reach 100% or higher, will result in great mobility, attack speed and evasion penalties on your group members.

The game will now let you know that you need to have guild members on a party, when trying to enter the field.

Critical Damage multiplier is now affected by DEX status.

Like, each DEX point equals to 1% more Critical Damage Mult.

You can now use skills targetting allies by clicking the character info on the bottom of the screen.

The quest tracker has been arranged to the left now.

It's also a bit more colorful.

Reduced the maximum number of quests disponible in the bounty boards from 10 to 5.

That will not fix the issue where quests go missing after some time, but might be like a curative to the issue.

Added a background to the quest tracker.

Reduced the delay before bounty quests become disponible again from 3 in-game days to 2.

I think that might be a mistake, though.

Fixed bug where the game could ask you to insert guild name multiple times.

If you completed the quest "[Tutorial] Moving", the game will try correcting this issue upon loading the guild save file.

Added sound effects to some buffs and debuffs.

Changed Umbra's rapier attack to feel more impactful.

You can download the new update on the link in this post:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Have fun :) 


Edit: Post number 200! Yay!

Friday, July 1, 2022

Even more tweaks, changes on equipments function and change on how animations work on Guild Management project.

You guys might be wondering why I'm not updating the versions of the game, and it's because I'd rather begin giving it actual versions once the game gains a name. Right now, this is about 10th patch? I dunno.

The weapons got changed. They will no longer have their own level, defining how strong they are. Instead, each weapon that isn't initiates weapon (the lowest priced ones) will have special attributes in them, which will shift how your character will work in combat. Be sure to check your character equipments, and also visit the store to check which weapon might go well with your characters.

The weather will now affect your game lighting, so depending on current weather and its strength, the lighting can go do ugly that it might even look like it's night. I also made the raindrops more noticeable too. Depending on the angle you looked, they might not appear.

I also made the cat characters visibly smaller. That doesn't result in Umbra's status changing, though, but at least he isn't about as tall as Colin, for example.

And I tweaked a number of attack skills to increase their threat value, so monsters preffer more often to attack the character that use it, instead of characters that shouldn't be targetted by it. More info you can see on the changelog.

Talking about change log... Here it is.

Changed where some buff effects will be attached to.

Changed the text coloring of the quest tracker.

Added many interface sounds.

Added a light coloring change for when raining.

Changed the conditions for the rain sound to happen.

The game will now clearer tell you when you can actually either return to guild hall, or quit the game while in the map.

You are now able to teleport back to last left place if you didn't completed tutorial yet.

The game now lets you know the exp percentage you gained from completting quests.

There's now a clock on the guild quarter.

Fixed a bug where the buying shop had a more limited inventory than intended.

Yes, you can buy stronger weapons for Maria now.

Removed the number position of the quest from its naming, since it's unnecessary information.

Some equipments gained unique status.

Map monsters AI when wandering is less smart now.

That means they will not try doing complicated movements and pathing when wandering around.

Umbra's Swordsman Technique gained the Counter Attack skill.

Monsters can no longer level up.

Added an effect for when players level up their techniques.

Added a lighting change to the map based on the weather.

Made the rain drops twice bigger, so they're at least more noticeable.

You will also be able to see the rain drop independing on camera angle.

Items got changes:

Weapons no longer have level.

The old weapon level 8+ upgrades, are now weapons with different bonus attributes.

The same also affects armors.

Check out your equipments before going on an adventure.

Fixed bug where the Provoke exclamation effect never despawned.

Fixed an issue with monster idle movement.

Added an extra loot reward given from defeating the Giant Acid Doggie.

I hope your luck is good, though.

Increased guild exp given by Giant Acid Doggie from 1 to 3.

Fixed an exploit where attacking monsters from far away allowed easy kiting.

Changed the label that will display the dialogue text.

Changed how the game handles animation frames.

If you barelly notice any diference, or see no bugs, then the result was outstanding.

Reduced the power of the acid doggie and plasma eater light glow.

Added a Guns Vendor to Gavea's Equipment Shop.

Cait Siths are now visibly smaller.

That means Umbra and the Techniques instructor will show up smaller.

Characters will no longer have their current target changed to the latest attacker upon being attacked when not in attack animation.

That is also valid for monsters.

Boosted the aggro caused by the following skills:

Bash, Charge, Punch Combo, Stab, Spin Kick and Rush.

Charge skill will now increase the time the foe will flinch for.

Fixed a bug where flinch multiplier stacked every time the character used bash skill.

See how easy it was to stun lock monsters?

 You can download the update from here:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

As for other news... I added a bee monster to the game resources, but it is currently not possible to find it in-game, because there is no map for it. I might end up expading the exploration of the world by adding a map to the Southwest of Gavea.

I'm also having the thought of adding a culvert dungeon inside Gavea town. At least that will fix partially the issue of the place looking so empty, beside filling that place might be a challenge, gladly the Night Bat could appear there too, right? Right?

Well, I hope you guys have fun :)

Saturday, June 25, 2022

About Guild Management Game weapon system's planned change.

I've been thinking about changing how weapons will work on the Guild Management Game project.

Instead of having to change weapons every x levels, I think I'll make so weapons will have different atributes they give by equipping them.

For example, we have the standard weapon the character can get, which gives them nothing extra. Another weapon of that type, could give increased physical damage, while another weapon can give increased critical damage. That kind of thing is what I want to do.

The good thing about doing that change, is that I'll not be forced to create new of a certain type of weapon every time new items must be added (For example, there aren't many existing pistol types to base on), and I can give the weapons some extra characteristic, and quality.

That change will make the item level be repurposed. I plan on adding a refine system in the future, so the item level might actually be handy about that.

As for the item ranks, I will still need to think about it, beside the game currently only has normal rank items. Probably will still give some extra bonus. I might need new items to make weapon ranks work, or maybe a future system could increase their rarity level.

As for the equipments like armors and stuff, there will be no change right now on how they work, beside some armors might still give bonus status to the characters wearing it, like is the case of what will happen to Wooden Armor, which increases defense by a percentage, while lowering attack speed.

That's what I wanted to discuss today. I will try seeing if I can implement that later.

Be sure to let me know what you think of this idea. And have fun. :)

Sunday, June 19, 2022

Hotfixes and Tweaks on Guild Management Game Project


Another patch just came out, with not only fixes to some bugs I left on the last update, but also with additions, like the new tutorial npc.

I added a equipments and inventory tutorial npc to East Gavea Field map. You aren't forced to do his quests, but you may do if you want to get some rewards. Be sure to have empty slots in the inventory before talking to him, or at least 2.

Here's the change log of the update:
Fixed bug where completting last quest didn't removed it from the quest tracker.
You can now see the name of npcs by passing the mouse over them.
Made the grass terrain a bit less brighter.
Added an Equipments and Inventory tutorial npc.
He's located at the Training Camp in East Gavea Field.
It's not necessary to do his quests to progress, but doing it will award you some guild exp and coins.
Tutorial quests now gives your party members a minimum of 20 Experience.
Maria's Pyromancy Technique gained the Flame Breath skill.
Fixed bugs where buff power wasn't affecting damage correctly.
First Aids and Lick Wounds skills now inflicts Mending buff on the target for 15 seconds.
That buff will increase the power of passive health regeneration.
Added a sound effect to First Aid skill.
Giant Acid Doggie monster is now recognized as Large type monster.
That will make causing confused debuff on it impossible.
Plasma Eaters attack will now behave differently.
Maria's Pyromancy Technique gained the Fire Enchantment skill.
This skill allows the user to apply a buff on an ally, that not only increases the chance of inflicting Burning debuff when attacking, but also increases Burning debuff power.
Buffed Bare Knuckles Boost passive skill threat percentage increase per level.
Fixed an issue with Denis hands when he's standing while in a non combat area (example: inside the town).
First Aid and Lick Wounds skills will now fail if you try using them on a defeated ally.
Added a dirt road to East Gavea Field and South Gavea Field.
Also added a sign on the crossroads of South Gavea Field. It will let you know which direction Gavea is, in case you get lost.
Nerfed the status increase your characters gains by leveling up.
Not only the bounty board will only show bounties you have disponible, but will also not troll you with its scrollbar when checking bounty info and description.
Fixed a few typos.

The addition of cone attack types makes me want to add new techniques to characters to make use of them. Currently, only Denis and Magara comes to mind about that. Since I didn't begun working yet on Magara's guild member character sprites, that means Denis should be gaining a Technique about using swords.

The First Aid and Lick Wounds skills got some buffs. Now they will give the target the Mending buff, which increases health regeneration. In combat, that wont be very much useful, but outside of combat, will help you regen health faster, and spend less time sitting down.

I also nerfed the player characters status, since they were getting way too overpowered for monsters. The idea I have for character status, is that between a certain range of levels, the monsters should still be a challenge, and that wasn't what was happening, since with a level 10 character, most monsters except the Naked Goats were hitting close to 1 of damage on my characters.

You can download the update from here: 

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Be sure to give me feedbacks about the game project. If you feel like something cool could be added, something could be changed, or have critics about why you may not like the project, do let me know.

Enjoy :)