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 :)

Thursday, June 16, 2022

East Gavea Field, Tutorials and QoL changes on Guild Management Game Project


A new update arrives for the project. I had to hold onto the update for longer, because there were still things I still needed to do before launching the update. I also used that somehow to add some extra stuff to the game, which also involves the new region of the world: East Gavea Field.

You'll probably be brought there upon entering the game, since the newly implemented tutorial of the game will take you there. The tutorial itself doesn't cover everything though. Movement with the mouse and turning camera isn't covered by it. Equipments, items, and skills aren't covered by the tutorial. There are actually many gapping holes that I need to add tutorial about, or at least npcs talking about it on the east field. For that, I will need to sprite new npcs for that, though.

Anyways, here is the full patch note:
Replaced some cube walls for flat walls.
Those flat walls can be seen through if your camera faces their back, so is perfect for interiors.
Added a Weapon and Armor Shop in Gavea.
It is also selling stronger weapons for your characters.
That also means there is no shop in the quarters for buying and selling items.
In the future, they may be unable to buy items from you. I may make a general store handle that instead.
Fixed a bug where guilds couldn't level up.
Increased the sell price of many loot items.
Fixed a issue that had a hole in a region of Gavea's Southeast field, that had trees floating above it.
Added a sign in Gavea's Southeast field that tells players about jumping gaps.
Reduced the intensity of the Plasma Eater light.
Quests now gives better gold reward.
Added a quest progress tracker.
It will keep track of an active quest you have active, so you don't need to keep reopening the quest log.
You can change tracked quest on the quest list.
Tweaked weapons and armors status bonus.
Fixed a bug where changing selected guild on the main menu didn't removed the other guild characters.
Fixed also a bug where returning to the main menu after selecting a guild, had the characters facing upwards.
Added tutorial dialogues for guild creation and character recruitment.
Little Willows no longer think they are night bats.
The stack count box when selling items will no longer allow you to place more than you have of item stacks there.
That means that spamming 9 will ensure you that will be able to sell the full stack of items.
To avoid issues with attack animations, monsters and characters that were defeated while their attack animation is playing, will have it play until the end before they show up defeated.
That doesn't mean the victim of the attack will be hurt by it.
Bare Knuckles Boost skill will now increase the threat caused per hit.
You can now see the name of the monsters when passing the mouse over them.
The fields gained a max level in them, which the character level will be capped to when overleveled.
There is a option in the game settings to turn that off. The only moment when that setting will not work, is if the level cap is imposed by the map.
Currently, no map has imposed level cap. In the future, places like dungeons will have.
Changing leader character will now change the character refered to on Equipments and Technique interfaces to the new character.
Double-clicking items on the inventory will allow you to use them.
Yes, you can now eat apples.
Added Gavea's East Field.
Gavea's East Field is also a starting point for new players, which will also pass through combat tutorial on.
Added a combat tutorial to Gavea's East Field.
You shall be introduced to the quest that will lead to it through the dialogues on the quarter.
The tutorial will lead you up to the Gavea's Guild Academy, which will end with a quest introducing Bounty Quests.
The combat tutor will only be a npc for now.
Yes, you will have to do the combat tutorial. I know you may have already mastered all arts of the guild management game project but, maybe you may have missed something.

 There is only one bug that is annoying though. Completing a quest will not remove it from the quest tracker, so please bear a bit with that annoyance until I fix the issue.

I hope that other than that little issue, that you guys enjoy the update.

Also, little tip if you're starting the game: If you get to the step of the quest where you have to go to Gavea's Guild Academy, go back to the Guild Hall, and teleport to Gavea from there, to skip lots of walking. :)

Update can be downloaded here: 

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

Monday, June 6, 2022

Debuffs and Settings window arrives on Guild Management Project


Beside the fact that the project needs an actual name, there are some interesting new features on the new update.

The changes are:

Guilds now have different max exp for levels.

Nerfed Peaceful Rest overtime health regeneration.

Fixed a double pavement issue at Gavea.

Critical Damage has gained its own modifier.

Its normal damage changed was reduced from 200% damage to 150%.

Added Burning debuff.

Maria attacks and skills can inflict that.

Fixed the issue where the gathering fire power effect from the fireball spell not working.

Melissa gained Hunter technique.

She will be using a bow to attack with that technique.

She will start with this technique after she's recruited.

Bow is buyable from the store.

Made the damage numbers jump less higher.

They will also spawn in a random position of the one affected by the attack.

Removed a bunch of sounds with creative commons attribution.

It's not that I hate giving attribution to the author of stuffs, but the site asks waaaay too much to give attribution.

Removed audios got replaced by others. Maybe I picked better sounds in those cases, you guys can tell me.

Fixed a bug where Spin Kick skill wasn't interrupting monsters, or checking correctly if the target is bigger than the caster.

Added a settings menu, which allows you to change some of the game settings.

Yes, you can change resolution, and if the game will be fullscreen or not.

You can also change where your save folder will be located: Inside My Documents/My Games or AppData/Roaming

I took some extra care when making the script, to reduce the chance of mistakes or errors.

You can also change audio volume.

No, you can't test music volume yet, since there isn't.

Added Crippled debuff.

This debuff make those affected by it move slower.

The following skills have a chance of inflicting that:

Knee Shot and Bow Expertise.

Fixed some pathing issues on Southeast Gavea Field.

Projectile attacks now have impact sounds.

Added Confused debuff.

This debuff will make the one affected unable to attack and move while it's active.

The following skills increases the chance of inflicting that debuff:

Bare Knuckles Boost, Punch Combo, Charge and Bash.

Interiors gained their own lighting.

Added a new monster, with new quests that makes use of it.

Monsters status and exp are now procedurally given.

Before, their status like Health, Damage and Defense were hand setup.

Their status is influenced not only by their level, but also their base status.

The exp is based on the monsters status.

Little Willow level was increased to 3.

Provoke skill was tweaked.

Now it forces targets affected to attack the highest aggro target.

That will only happen is the monster isn't currently attacking.

Debuffs arrived. Some skills of your characters will addthe chance of inflicting debuffs on whatever they're attacking. The debuff infliction chance may be influenced not only by active skill usages, but also passive skills. The skill description themselves will tell you when they give a chance of inflicting debuffs.

Settings menu is implemented. Now you can change your game options, like resolution, audio volume and even save data location. Please, don't abuse of the save data location option.

And to finish, the monsters now have procedural status setting. Their status will be set based on their level, and their base attributes (like POW, VIT and that stuff). The exp reward from beating them will also be based on a math based on the monster status. The change is so interesting, that even with level 10, the Naked Goats are giving some trouble to my tank, so I guess I'll have to think about adding more gear for your characters to be able to use.

That's it for the change log of the project. You can download the update from the main post here:

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


Enjoy :D