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 :)