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 :)