Friday, September 15, 2023

Specifying by Type on Godot.

For people like me, it can be very confusing to have a variable not be specified by type.
Gladly, Godot contains ways of specifying scripts and variables by type, and I will show you how.

Assigning Type to Variables

Variables generally are written with var preceding the name of the variable, like bellow:
var Name

That is still vague about what kind of variable that is, beside Name implies that a string
will be there, which might not be the case.

Beside, can be set a string value to it.

var Name = ""

Hm, yeah, there's a string there, but still not enough to specify what kind of variable that is.
I mean, you can place a number there or something, and it will still be okay for Name variable.
That's why you can add specification right after the variable name, to tell which kind of
value it will take.

var Name : String = ""

There, now that variable is bound to receive only String type variables. It's not necessary to assign a default value, by the way.

Specifying variable type on method arguments.

Methods also make use of variables with unspecified types, but at least in this case, might be 
troublesome depending on use of the method, and even more troublesome if it's related to specific object types.
For methods like the one bellow, it's not much of a problem.

func Sum(a, b):
    print_debug(str(a + b))
    pass
 
Normally, you assign them like this.
You can specify a type, by placing a double dot, with the type right next to variable name.

func Sum(a: int, b: int):
    print_debug(str(a + b))
    pass

The specification can be used for types and also object types.

The method above doesn't seems very functional, though. The method does the sum, but 
instead of returning a value, it prints a message on the log with the result of the sum.

Lets add a return type to it.

func Sum(a: int, b: int) -> int:
    return a + b

There, now the method will return a integer variable, which will be the sum of a and b.

Do notice that pass is not the same as return, by the way. I discovered that after many bugs.

Assigning Classes to Script

Assigning classes to a script is very useful if you want to reference an object by type.
Normally, a method will not know what type of the value its arguments is calling, 
much less if you're using as argument a method.
 
Beside you can still type in the code to methods and variables of that object from the 
argument, which will still run the game normally if you typed correctly, the spell 
checking of Godot will not help you find those methods.

That's where turning a script into a class enters into. That will recognize that script 
type, and allow you to assign them as variable types and method arguments/return 
values.
 
To turn a script into a class, it's as simple as specifying it on the top of the script.
class_name NameOfClass

That's about it, and you can name the class anything you want, but probably
there's some rules regarding that, though.

Now you can find out if an object is of that class type...

if (value is NameOfClass):

...Or specify if that value is of a certain class type...

var MyNameOfClass = value as NameOfClass

...Or even specifying variable types...

var MyNameOfClass : NameOfClass

...Or simply setting argument of methods, or even return values of their type.

func NameOfClassClub(newMember: NameOfClass) -> NameOfClass:

Finishing

There it goes. Here I show how to specify types on Godot, and also how to assign a 
Class Name to objects.

I hope this tutorial was helpful for you.

Friday, July 21, 2023

About Guild Management Game Project news.

Hey guys, so... It's really annoying to post news of updates from the game project on many places, so I'll be posting future news about the game updates on its Itch IO page.

Recently the game got an update, so if you want to download it, and also check it out, go the game page there:

https://nakano15.itch.io/guild-management-game-project

Maybe I can end up posting more news here about the game project, if something interesting comes up, unless I launch spoilers on either Twitter or the Discord Server.

If you want the Discord server, check out the Itch IO page of the game. Beside, I need to remember to add a link to it on the game client.

 Thanks for reading :)

Wednesday, May 24, 2023

[v0.3.1] Bug Fixes and changes to Active Guild Members management

 


Due to the number of somewhat bothersome issues found on previous patch, I decided to lainch a update with bugfixes, a new Loadscreen, and also a change on active guild members management on guild hall.

Changes to Group Management


The group management is now a fixed list of active members on the group you'll take to the exploration.
That change, will make so if you remove, for example, the second member of your active group from the group, the second slot will be free, and you can pick another character to take that slot.

With that, swapping guild members from active group should actually be better, easier, and less bothersome.

Change Log

Added missing headgear frame position to Samson.
You can no longer see Wolfgang's campfire in the map before you use the skill.
You will no longer be able to find Samson in the place he shows up after you already recruited him.
Wolfgang can no longer walk over sewage.
Samson's Combat Technique is now correctly named "Fist Fight".
Treatment and Medicate buff skills will now correctly remove at least 1 stack of debuff.
Changed how the weather is handled by the game, regarding rain.
The regions of the game now have different weather settings.
 => Also introducing clear weather, and snowy weather.
Added campfires to Gavea Southeast Field and City of Gavea.
Discord will now let people know on your status when you're fishing, if you have rich presence on.
Campfires now produces light.
Ending fishing skill while Wolfgang is showing you the catch will no longer make his recent catch his extra accessory.
Takedown skill will no longer knockout monsters larger than your character.
 => But will instead inflict Confused debuff.
Changed how guild members can be managed from the Guild Hall.
 => One of the side effects of that, is that now you can remove and add guild members to your group, without having to remove other members to readjust their position in the group.
The quest "For Lavanda!" will no longer flood your group list with characters.
Changed how the individual and group selection buttons are displayed.
Fixed a few dialogues which had "disponible" instead of "available", in their texts.

You can get the download link of the update on the page linked bellow:

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

Enjoy :)

Friday, May 19, 2023

[v0.3] New Guild Members and Various Tweaks

 


Hello again everyone, today I bring a new patch to the game. Sadly, this patch doesn't bring new zones, because I'm still working on them, but it implements new content and also fixes some issues, alongside tweaking other things.

Sounds too cryptic? Then let me break down what is coming this update.

Skills Rebalance

A number of skills got rebalance tweaks, including some that had target size requirement for skill to affect them entirelly.
One of them is Skunk Spray, which no longer causes fear on monsters bigger than the caster, beside the Stench debuff still can cause.

Skills like Meteor and Rock Throw now can interrupt foes it hit, and also buffed Heal skill, making it heal more, and reduced its cooldown to 15 seconds (Yes, you no longer need to regret spending points on it).

Tweaks

The Corrosion debuff was too overkill on previous update, so I nerfed its damage.
The debuff itself is still dangerous, but is no longer a death sentence if you didn't got a healer or potions with you.

The Restoring Sound skill from Asphalion's combat technique, will now adjust distance of effect based on attacked monster size, so bigger monsters no longer means that your melee combatants will not be healed.

Buff Time and Description Implemented


You've been waiting for long for this, right?
Over the character status bar on the bottom of the screen will now show icons of buffs and debuffs your guild members have.
Those buffs will have their description shown when you pass the mouse over, and they will begin to disappear once they have less than 5 seconds left of effect.

At least now you will know what the buffs and debuffs do.

New Guild Member: Wolfgang


Wolfgang himself is a fisherman, and he will let your guild do what he does best: fish.
He also brings skills to allow you to place a bonfire, so you can cook the fishs he caught, and provide you with food that gives buffs to guild members that eat it.

Do notice that food will only have one effect of the type active at once, so don't go spamming food on your characters thinking that they will stack, because they will not. Also, better not waste inventory space.

Other than fishing, Wolfgang has quite a skill with Daggers, and will be willing to use his in the name of the guild that bothers him on his fishing.

New Guild Member: Samson


Before you ask, he's not related to twitter, and neither the Doge Coin.

I saw on YouTube a user with a bizarre avatar of a Buff Doge punching the screen, and that gave me the idea of adding it as a guild member.

As you can imagine, this guild member is buff, and I REALLY mean buff.
He's probably the toughest guy in the Gavea Kingdom, and is currently looking for someone to challenge him.

Will you find him and offer him the challenge he wants?

No More Movement when Dropping and Item or Removing Skill Icon

Exactly as I said above. Clicking to drop an item on the ground or to remove a skill you're quickslotting will no longer make your characters move or interact/attack something.

That's such a QoL change that is really something, and probably improves gameplay experience by 1000%. You guys can tell me that.

Changelog

Reduced the navigation lag present in Lavanda Settlement.
Skunk Spray skill will no longer inflict Fear debuff on monsters bigger than the caster.
Magara's Warrior and Defensive Shot combat techniques got Block skill.
 => Block makes so the Block Rate increases while decreating a bit Movement Speed, and drastically Attack Speed for 5 seconds.
Added missing explosion effect to Meteor skill.
Fixed a bug where default skill distance were based on target attack range...
 => Now it should use the correct attack distance should a skill be useable only on attack range.
Skill distance will now disregard vertical distance.
Fixed odd distortions on Equipment Interface slot icons.
Added a new monster to Travellers Path.
Added a new monster to Gavea Sewers B2.
Fixed an issue where some skills weren't correctly affecting the right targets based on their sizes.
Blocking will now work correctly if attacked by a smaller or equal sized target.
Meteor Skill can now interrupt bigger enemies when it hits, but wont launch them away, or cause increased knockback.
Rock Throw can now interrupt targets hit by it.
Buffed Heal skill power, and reduced the cooldown from 20 seconds to 15 seconds.
Nerfed the damage inflicted by Corrosion debuff.
Changing maps while a scene from a dialogue is happening will no longer make every character invisible.
Creatures will now less likely to lose their aggro when using skills.
Changed how Bareknuckles Skill works, to be more like having a weapon on the character hands.
Restoring Sound effect will now extend based on attacked target size, making so melee characters attacking bigger monsters can still be healed.
Samson is now a recruitable guild member.
You can now check the description and time left of debuffs over your character information bars.
 => The tooltips will need rework, so they're obnoxiously huge for now.
You will no longer make your group move or interact with anything, when trying to drop a item, or remove a held skill icon.
Wolfgang is now a recruitable guild member.
 => Wolfgang allows you to do fishing on places with water, and also comes with skills to place a Bonfire, so you can cook the fish.
 =>  => Cooked food grants benefitial status boost to the guild member that eats it, but only one food buff can be active at once.
 => If you want to make some extra gold, he can also turn the fish into Fish Fillet, whose current use is only for selling.
 => Currently, the region of the Kingdom of Lavanda and Travellers Path doesn't have fishing spots.
Lop's Slingshot Combat Technique now has impact sound.

You're asking about the new monsters? Go find them yourself.

They currently have no quest, and their items will not be useable for anything right now, but in the future it will.

At least you can face them.

You can download the update from any download link on this page:

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

Enjoy :)

Tuesday, April 25, 2023

[v0.2] Huge Patch arrives to Guild Management Game Project.

 


Hey everybody, this update I've been working on for weeks, and should actually have released earlier before Easter event ended. I have to say, by the way:
Due to not releasing it in time for the event, I made the event run for 7 more days. That's only valid in this year, so make good use of the extra time to get your Easter loot while you can.

Lavanda Settlement reviewed


Lavanda Settlement had three issues:
One, it didn't had lampposts, like the other regions of Lavanda had.
I took the liberty of adding some lampposts, beside seems like will need more of them.

I blocked the east exit, because it could end up meaning there would be another way of entering Lavanda, which is not intended.
Not only the east wall was blocked, but the blocking fences also got removed from the east, and the guards to the east were either moved/removed.
A few frenzied zombies might still be on the east of the map. Feel free to kill them if you find them.

The third issue, was that Weather wasn't working as intended. Now you can try noticing weather affecting Lavanda Settlement, if the dense fog allows.

New Headless Horseman loot

I added a rare pistol loot to the Headless Horseman.
You probably already know where to find him. If you don't, then get into looking for him.

Sadly, he's not a recruitable guild member yet. I still need to work on him before I continue making his quest line.

New Guild Member: Lop


A kid seeks to join a guild and explore the world. Beside not having combat skills, he knows well how to use his Slingshot.
He's a starter guild member, so you'll be able to recruit him right away by going on your guild applications.

Currently, there's no weapon upgrades for him. I will add them in the future.

Easter Event Tweaks and Extended Temporarily

I hope you guys enjoyed the Easter event, even more since I forgot to add cooldown to the Chocolate Eggs. Now the spree is over, because I added the missing cooldown to it, so you can no longer incite diabetes on your characters just to survive a battle.
Don't worry, by the way, since it's the same cooldown of potions: 5 seconds.

Since I launched this update late, I extended the event duration by 7 days for this year.
Next years, the event will run through the normal 28 days as intended.

Leatherworker in Gavea


I tried adding more craftable equipments you can get for your guild members.
Not only all the ingredients are farmable, but also don't have abusive item requirements, like 120 rabbit leathers.

Like any other equipment, they give unique status boost to characters wearing it, so it is a good idea to find out what the equipments have to offer to your guild members.

Also, the Shopkeeper in Lavanda got new crafting recipes too, so you might be interested in checking it out.

More craftable equipments might be added in the future.

Asphalion's Combat Technique Buffed

Asphalion got his Healing Song and Recovery Sound skills cooldown reduced by 10 seconds.
That might make it better to have him along with your team, and also increase survivability with him, as intended.

New Passive Skills to Some Characters

Some characters gained some new skills to make them more interesting.
  • Collin gained the Bully skill, which makes him cause more damage to smaller foes.
  • Melissa gained Beast Slayer and Bird Slayer skills, whose will increase damage against foes of the respective race types.
  • Magara gained Tanker skill on Warrior and Defensive Shot Combat Techniques, which increases her resistence to damage against bigger monsters.
That might make those characters more interesting to play with, but I fear might make some of them, like Melissa, more situational. Beside, Melissa is a hunter, so yeah... Makes sense she causing more damage to birds and beasts.

Queen Adriana is no longer over generous

Well, I found out that if any guild went to speak with her, she would give the reward for defeating Gelking 5 times to just anyone.
She will no longer do that. She will now only give you the reward if you've actually defeated Gelking 5 times.

If you got the reward early, don't feel bad for getting or adding the new guild members to your guild.
Feel free to keep them.

One new quest to the game

I added a quest to the game which I tried to not make it like a generic "go kill x something" or "go collect x something".
I wont tell you where to find the quest, but if you do find it, do let me know what you think.
The quest itself wont have a quest log, so pay attention to what the npc is talking about.

Changelog

The Headless Horseman now can drop a Rare pistol.
Easter Eggs now have a chance of dropping Bunny Ears.
Tweaked Lavanda Camp shopkeeper craft recipes.
Added a Leatherworker to City of Gavea.
He's located south of the Gavea Market, close to the Blacksmith.
He will use some materials you get from monsters to make equipments.
New materials can also be found from monsters too.
Added missing use cooldown to Chocolate Eggs.
I hope you guys enjoyed it while it lasted.
Added the missing lamp posts to Lavanda Settlement.
Mane Demons now drop Fang, instead of Decayed Tooth, as one of its loot.
Added new crafting recipes to Lavanda Settlement Shopkeeper.
Added a tag to sell item shops, which will show "QUEST" tag if the item is currently used by any active quest.
Bear Paw Glove now gives 4 Power status, instead of 4 Physical Damage.
Fixed a bug where skills interrupted were being interpreted by some npcs AI as casted successfully.
Added blood spilling effect to a number of monster attacks.
Buffed Restoring Sound skill healing effect.
Reduced the cooldown of Healing Song from 45 seconds to 35 seconds.
Reduced the cooldown of Recovery Sound skill from 50 seconds to 40 seconds.
Buffed debuff damages.
Bunny Slimes, Acid Doggies and Lapins now change their target based on aggro.
Nerfed Toxic Sludge Poisoned debuff power.
Lop has been added as a new starter guild member.
You should find him on your Guild Applications.
Made the Bunny Ears less rarer.
Replaced the Armor Vendor npc for another.
Fixed issue where weather wasn't correctly functioning in Lavanda Settlement.
Debuffs will no longer bypass the maximum damage a monster that only receives 1 of damage can receive.
Due to a change on how skills and quick slots are saved, all your character skills and quickslots got resetted.
Just enter the game with your character and set them back again, no big deal.
Collin gained Bully skill on both his Combat Techniques.
Damage from Collin is increased if the attacked target is smaller than him.
Melissa gained Beast Slayer and Bird Slayer skills on both her Combat Techniques.
Beast Slayer increases damage caused against Beast type creatures.
Bird Slayer increases damage caused against Bird type creatures.
Magara gained Tanker skill on Warrior and Defensive Shot Combat Techniques..
Tanker reduces damage received from attackers bigger than Magara.
Added a mountain wall to the east of Lavanda Settlement, and removed the path leading East.
That would mean there would be a connection between Lavanda Settlement and Gavea Southern field, which not only invalidates Lavanda Wall, but also would lose part of the sense.
Some zombies might have managed to "breach" through the east with the surging of the mountain. Be kind and kill those zombies.
Reduced the Weight Bonus given by Heavy Load skill, from 160 + 20 per level, to 60 + 10 per level.
Queen Adriana will no longer freely give Gavea Guards to anyone.
She will now correctly only give you those guild members if you've beaten Gelking at least 5 times.
Earthquake's Earth crack effect now can interrupt bigger monsters.
Meteor skill is no longer interruptible.
Extended Easter event by 7 days.
That's only valid in 2023.
Stench debuff will no longer inflict Fear debuff on monsters bigger than the inflicter of the debuff.
Added signs to Gavea, to better help with direction.
Added a new quest to the game.
Let me know what you think of this type of quest.

You can download the update from here:

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

If you haven't already, feel free to join the game discord server.

Have fun :)

Saturday, March 25, 2023

Lavanda North District and Settlement, and Easter Event on Guild Management Game Project.

The exploration of the fallen kingdom of Lavanda goes deeper, with the exploration of the North District, and finally being able to reach the Settlement.

Lavanda North District


Filled with hungry zombies, Lavanda North District contains soldiers from both sides of the war, facing each other eternally. Those zombies will devour anything that comes near them in order to try satiating their hunger. Be careful when exploring this place.


There's also demons roaming around the field, looking for someone.
Who could it be? There is no way of finding out, but I doubt they will accept "I don't know" as answer.



Lavanda Settlement


Located past Lavanda North District, is the settlement, where the few survivors are located, alongside volunteers trying to help pacify the fallen kingdom.

A representative of the Guild Academy is also found here, should you be willing to take jobs and help improve the safety of Lavanda.

A Token of Gratitude by Gavea Kingdom.


The Gavea Kingdom will show their gratitude to any guilds that help repelling Gelking at least 5 times.
You will be rewarded with a couple of Gavea Guards that you can have as a guild member.

Those guards are the first companions you can actually give a name during the Guild Applications window, so feel free to name them. Just do be careful when naming them.
Currently, they only have one combat technique, but in the future I'll add another one, and also possibly improve their skills selection.

Blocking System

Some combat techniques and items now give Block Rate.
Block Rate is an independent chance of either completely nullifying an attack received, if the attacker is of the same size or smaller than the one receiving it; or reducing the damage received if the attacker is bigger than the one receiving the attack.

I believe this will make melee combatants be more resistant in combat, so it's benefitial to have that in the game.
The only melee combatant that doesn't have Block Rate on its combat technique is Benny.

A little bit more livelier world

A few npcs were added to the game maps. Some can even be found inside towns on some points.
I also added a new npc to Gavea Training Camp, which introduces new guilds to the possibility of sitting down to restore health.

Can't really ignore such a important feature, right?

Mail and Events System

https://twitter.com/Nakano18Online/status/1639751147341611008
A system for in-game mailing and events has been implemented on the game.
Those will be used by the game as the necessities surges, like the case bellow.

Easter Event (March 26th to April 23th)

https://twitter.com/Nakano18Online/status/1639758519078363144

A Easter Event will be happening on the days above.
Currently, the only things the event will do, is spawn Easter Eggs on the maps, and also Lapins.

Maybe next weeks I can have something to improve the event, and possibly release it before it's over.
And maybe we'll have a new guild member by then too.

Anyways, the event will always happen during Easter holiday seasons, and will repeat every year, so at least the easter egg hunting will be a thing.

Maybe Bun can end up being the host of the Easter event. Only one way of finding out.
Who's Bun? Ah, you'll meet him somehow.

Change Log

Flame Breath skill will now take the target position before it begins launching the fire waves, instead of before it begins channeling.
Benny's Peddler combat technique got an attack speed boost.
Skills like Bash, Charge, Double Punch and a number of other skills, will now cause the aggro percentage change on the affected targets, instead of giving the boost temporarily to the character.
The Threat system also affects the view range monsters towards the character. When using certain skills, like Bash, was causing aggressive monsters far away from your character to target them.
Changed the bridges from Gavea Sewers, for a lower one.
Didn't fixed the issue with the bridge drawing on top of characters.
Added a statue to Gavea Square.
Fixed again crash related to npcs being hidden during dialogues.
Minions will now follow their owners through cutscenes.
Added decimals to item weight.
Many material items now weight less than 1, so you can carry 10 times as many of that item than you could before.
Fixed an issue where skills like Discount and Overcharge weren't having their effects being applied.
Kiki will no longer attempt to heal injured monsters.
Benny is now a Beast type companion.
Increased Evasion boost from Umbra's Swordsman combat technique.
A new quest will pop up on Gavea Bounty Board once you help repel Gelking 5 times.
Due to a issue with how the game treated quest completion counting before the update, if you've helped repel Gelking, will only count as having done only once.
Peekers no longer causes flinching and neither makes their target face them when attacked.
Added a button to hide interface, when you're checking the guild information on the main menu.
Now you can share how big your guild is.
Arena Master Kiko got horns on his head.
You can no longer stack Gelking's Rod.
You can unstack those weapons from the storage in your guild shack.
Gelking will no longer change the direction he's facing when attacked.
Triple Attack skill now refreshes flinch on targets.
Block System implemented.
Some combat techniques and items will have Block chance.
When an attack is blocked, it will negate all damage from attackers of the same size or smaller than the victim.
If the attacker is bigger than the victim, it will instead reduce the damage received from the attack.
Disabled the scale change effect of the Haste effect when the character is stopped.
It looked really ugly.
Stench debuff will no longer cause monsters it inflict Fear debuff to aggro the one with it.
Added a few more npcs to Gavea.
Added a npc to the Training Camp which explains combat influencing status.
You can now see the status changes your Combat Technique does on your character on the combat technique infos window.
Gavea Guards will now make a comment during Full Moon nights.
They wont comment during Blood Moons.
Nerfed Bronze armor weight.
Added a blood spilling effect to some combat technique attacks.
I still need to add that to monsters too.
Lavanda North District and Lavanda Settlement are now accessible.
They're accessed past Lavanda Wall.
Be careful, Lavanda North District is dangerous.
You will be able to return to Lavanda Settlement after you introduce yourself to Guild Academy Representant Calypso.
Added a mail system to the game.
You can access your mail box on the guild hall.
Clicking it will allow you to check your mailbox.
Loading a existing save will get you a mail message introducing to the system.
This mail system will be useful for when events, quests or npcs forward something to you.
Added a event tracker to the game.
That event tracker is also visible on the guild hall.
It will let you know when a event is happening right now.
Currently, it only displays if an event is happening right now. In the future, clicking it will open a calendar.
Easter event is running.
This event will happen every year, and will run for 28 days. The day it will happen depends on when Easter happens in the year.
This year, the event will run between March 26th and and April 23th.
Easter Eggs and Lapins will spawn on all maps during the event.
You will receive a mail when the event begins.
Fixed a bug that could cause the game to store items over than the allowed stack in the inventory.

 You can download the update from this page:

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

Be sure to join our Discord server for not only news about the game, but also to chat with other players.

Link can be found on the page posted above.

Enjoy :)

Tuesday, February 14, 2023

Hotfix for Guild Management Game Project launched!

 This hotfix will fix a issue with npcs giving errors when they are deactivated due to a script.

Yes, this issue also affected Gelking boss fight. I couldn't fix it earlier, not only because I didn't knew of the issue, but also was busy due to Windows Update during good part of my day.

Download link for the update is contained here:

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

Monday, February 13, 2023

Guild Management Game Update out! Status system tweak implemented.

And another update to the game has been launched. I should actually have spent my Sunday playing games and stuff, but due to so little left to do on the project before launching the update, well.. It's 00:21 of Monday and I'm writing this patch note. Hopefully it's worth it. :3

Status and Skills Damage Revamp

The game got a revamp on monsters status. Now monsters will gain bonus status based on their size, so larger monsters will be tougher than smaller monsters.
The status boost is also affected by level, so the monsters will get way tougher as their level is higher.
That change also affects bosses.



The skills also got changes on how their damage formula works:
Instead of changing the damage of the character while the skill is activated, the damage change of the skill will be directly applied to the resulting damage inflicted on the skill target.

The reason why this change was done, is because monsters were having really broken status when it was a matter of them using skills, so unless your character was actually made to take hits, they would most likely end up getting incapacitated.

Magara's Double Gun Shot Combat Technique


Magara got two big guns she can use, and she's willing to sacrifice her defensive to blast foes on full offensive.

As you may imagine, you need to equip two pistols for her to use that technique.

I believe you might be asking yourself, "Why you gave her two pistols, since she's a warrior?", and I answer, why not?
When I implemented the combat techniques system, I wanted to add versatility to characters, so a characters that appears to be something, can end up being good at something else too, like Magara and Pistols.

Skill Tweaks

Many skills that used to have teleguided attacks, now will target some place the target of it has been while the skill was still being prepared.
The reason why I changed that, is to make the skills less cheesy.

Also, when I get monsters that also make use of the same spells the characters can use, you will be able to dodge their attack.

And some skills like Double Attack and Earthquake will reset the flinch time of the targets.

And to finish, due to a mistake of my part, the Eruption skill was targetting the player, instead of affecting the monsters in the range. That unfortunate bug is fixed.

Gelking Boss and Boss Fight Tweaks


He got a few AI tweaks, and new loot he can give upon defeat.
Due to the change on the status system, the battle against him will take longer, but he's also less deadlier now about his skills.

Since mobility will be a thing when facing him, I removed the range limit you can move through during the fight. Now you can move to anywhere while facing him. Just don't leave the npcs doing all the job, or else they will hate you.

One of the new items he got is an accessory that summons a Fox Slime when equipped.
You get a Fox Slime for each accessory equipped, and each character has 2 accessory slots.
You do the math.

Weight reduction and Equipments Tweaks


For a game where looting is part of it, It is really absurd that over than 50% of your weight is eaten by your character equipments and potions.

Now, the weight of many items and equipments were reduced drastically, so you should have more room for carrying loot, and less necessity of interrupting your exploration to go to the town.

A number of hats got minor extra buffs they can give you. Not really something overpowered, but is a minor help.

As for shields, they got a reduction in the attack speed penalty they cause on you, so it's not a heavy hinder to have a shield on your character arms.

And a lot of food consumables got a boost on the health value they restore, so farming for apples is something, and farming for bottles to turn into milk bottles also help.

Change Log

Active skills damage system were changed, to apply their damage modification after damage and defense of target are calculated.
Tweaked the damage percentage caused by skills and their levels.
The following skills were changed how they function:
Fireball will no longer chase target exactly. Once launched, it will fly to the destination the target was when launched.
Hurl Foe skill will no longer chase the target, when flinging another character. The target will only be hurt if it's close to where the launched character landed. (Only Gelking has this skill)
Double Attack second hit will refresh monster flinch time.
Flame Breath will no longer change the character direction while it is being launched.
Character direction is defined when the character finishes "casting" it.
Earthquake no longer chase the target either. It will affect the area around where the target was when it begun.
The earthquake effect will refresh target flinch time.
Meteor no longer chase its target. Will instead fall at the position the target was when casted.
Rock Throw no longer chase its target either. Will instead fall at the position the target was when the rock was hurled.
Monsters gains a extra health and damage boost based on their size.
Bigger monsters means tougher battles.
Umbra's Swordsman combat technique attack speed and defense rate has been increased.
Umbra's Epee combat technique attack speed has been increased.
Implemented Gavea Castle.
Gavea Castle is located North of Gavea City. (Prepare to walk)
Queen Adriana Lepuse I can be found inside. Nothing much else can be found there for now, though.
Removed the maximum range limit when participating Gelking's boss fight.
That means you will no longer fail the event for moving too far from the trigger of the battle.
Kiki should now behave better when automatically healing allies.
Tweaked the loot of Gelking.
Not only changed the drop rate of Ellusiveum to be better, but also added new loot.
Magara's Defensive Shot Combat Technique got Passive Regeneration and High Guard skills.
Magara got Double Gun Shot Combat Technique.
Flame Breath skill now has a description.
Characters will show up lying on the ground when affected by Sleep debuff.
Eruption skill no longer kills its caster.
Fixed an issue where the combat technique description box wasn't actually scrollable.
Greatly reduced the weight of many equipments.
Yes, you can carry more stuff with you now.
Potions are unchanged, by the way.
Gave some attribute boosts to some hats.
Not something overpowered. Just something modest.
Acid Doggie Hat has been renamed to Acid Doggie Mask.
Lowered the Attack Speed reduction given by shields.
Vegetables and Milk now heal you for more when used.
Fixed an issue with a ugly audio clipping that were happening when using Supressive Fire skill.
El Guaren got a minor level boost.
Due to that, Gavea Sewers B2 got a max level boost too.
Changed the Bear Paw Glove accessory to give 4 Physical Damage bonus, instead of 4 Power bonus.

You can get the link to this update from this page:

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

If you're interested on the project, also enter the Discord server, whose link is located above.

Also, since nobody voted on the poll about where to go next on the project, I'll pick the next place by myself. Maybe I'll give spoilers of it once I begin working on it, until then, here's the suspense.

By the way, just to let you know, this project is 1 year old by now.

The beginning of last year, I launched a teaser showcasing the camera and movement of placeholder characters, testing the character sprite angles and group movement.

If you're curious to see how it was before the project got here, the news is here:

https://nakanondev.blogspot.com/2022/01/new-year-update.html

If you want to know how much the game progressed, check its playlist on my Youtube Channel.

Enjoy your gameplay :)

By the way, It's 1:36am.

Thursday, February 2, 2023

Another Hotfix for Guild Management Game. Now you definitelly can face Gelking again.

It seems like the issue not only wasn't fixed, but also extended on the last update I released.

I ended up finding that the quest Gelking's Repel wasn't set to be acceptable infinitelly, so you could only do it once.

Now the issue is fixed, alongside with the fix to the issue where you couldn't remove characters from your group.

Full changelog is bellow:

Fixed issue where you couldn't remove guild members from your group.

Fixed another issue where Gelking's Repel quest wasn't repeatable.

Spaced a bit the character informations shown on the bottom of the screen, while in-game.

Loadscreen interface should now scale with your screen correctly.

 Download link of the update can be found bellow:

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

As of today, I'll add messages to the discord server letting people know of updates.

Should you want to keep track of when a update comes, be sure to join it through this link.

Thank you for reading.

Wednesday, February 1, 2023

Hotfix for Guild Management Game, and new Interface.

 

I was actually going to hold this update for longer, but due to a issue with the real time quests cooldown not counting down correctly, I had to launch this update.

Not only many interface elements got changed, but also Gelking's quest will now popup again once the cooldown runs out.

Gladly, by Thursday you might be able to face him again.

Also, I feel sorry for you if you ditched everyone else for Umbra's Escrima technique, because it got a nerf and is no longer overpowered.

Here's the full patch note of the update.

Nerfed Umbra's Rapier and Escrima Combat Techniques attack speed.

Tyrone's avatar now shows his beard.

Changed Bronze Armor defense given to 4, and attack speed reduction to 2.

Changed Black Armor defense given to 6, and attack speed reduction to 3.

Changed many interface graphics on the game.

The Guild Naming scene has been reworked to look more like the guild name is being signed in a kind of contract.

Changed the item stack text object to one with clearer visibility.

Added Benny's Peddler Combat Technique description.

Even though that technique isn't exactly for combat.

Fixed issue where real life cooldowns weren't counting correctly when offline.

Restored the "Made with Unity" logo.

Made it smaller, too.

Entering the world after creating a guild, now shows you a image with basic movement and interactions hints.

After creating your new guild, part of the interface that isn't useable is hidden until after you check guild applications.

Made Benny's Peddler attack speed a bit faster.

 You can get the update from this page:

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

Enjoy :)

Thursday, January 26, 2023

Gelking's Ascension Update is out on Guild Management Game Project!

 


Hey guys, new update coming to Guild Management Game Project today. This one, features not only a boss, but not one, not two, but THREE new recruitable guild members.

New Guild Members


From left to right, here's the brief resume of the characters.

Tyrone is a sniper, who fought in the war against the monsters, and lost control of his legs during one of the battles, which forced him to retire.

Kiki is Tyrone's caretaker, assigned to take care of Tyrone after he got injured and lost movement of his legs. She's also a great healer.

Benny is a peddler who travels the world looking for products to sell, and customers to sell his goods to.

All of those characters are recruitable, if you find them and do their recruitment processes.

Do notice that Tyrone and Kiki's recruitment process is not related to Benny's, so you won't unlock him simply by doing their quests.

New Boss

As people thought peaceful times would be a thing now that war is over, a new trouble surges.
Gelking, the Giant Fox Slime is trying to invade Gavea and take over the throne.
The Queen of Gavea sent her royal army not only to try stopping him, but also to ask for the help 
of Gavea Guild Academy to post requests, seeking strong Guilds to help repel that monster.

"Get out of my way. My throne awaits me. If you don't, I will remove you myself."

To start this boss fight, visit Gavea Guild Academy Bounty Boards during Tuesday, Thursday or Saturday to get the Urgent request to face him.
I still need to add more interesting loot to him, but at least managing to defeat him will give you some reward.

Do notice that, beside you're not going to be alone when facing him, you shouldn't let the npcs face the boss all by themselves.

Blacksmith Shop

A blacksmith shop has been opened in Gavea.
In it, you'll be able to strengthen your weapons and armors to make them stronger.

To refine items, you will need not only the golds necessary, but also a specific material, which depends on the rarity of the item.
The materials can be found throughout the world, as monster loot.

Do watch out when refining items: The higher the refine level, the higher the chance of equipment breaking when attempting refining.
If you want to play it safe, you can keep refining until the chance drops from 100%, but feel free to try strengthening further if you feel confident. Just be sure that you have an extra equipment in case the one you have breaks.

Change Log

There is now a Blacksmith shop in Gavea.
It is located next to the Weapons Shop.
The Blacksmith who was in Gavea Guild Academy has moved to it.
She will allow you to refine items if you give her golds and the required refining material.
The required item will change depending on the rarity of the item.
Depending on rarity, the success rate when refining at higher refine grades will change.
Failing to refine an item will destroy the item for good.
Only weapons, offhand items like shields, and armors can be refined.
Added Escrima combat technique to Umbra.
This combat technique uses Daggers as main weapon.
Armor Pierce skill now has a chance of inflicting Bleeding debuff on foes.
Fixed again drop rate issues with the Giant Acid Doggie miniboss.
Added a new monster to Lavanda Wall.
Fixed issue where the Dog Collar wasn't being recognized as accessory.
Your character will no longer be locked in place while the attack duration time is happening. Instead, only will be locked in place while the attack animation is happening.
Provoke skill will now cause Provoked debuff on targets affected for 5 seconds.
Provoked debuff makes the ones affected by it, be forced to attack the one who inflicted it.
Fixed a sprite inconsistency issue that could happen with some skills and attacks that changes characters sprite position.
Effects will no longer restart when being placed again on the characters.
Removed Santa Hats from monsters, visually and also dropwise.
Magara got High Guard skill on Warrior Combat Technique.
Gavea Bounty Quests will now give 2 more Guild Experience reward.
Magara Recruitment Quests will now give:
First and Second quest: 3->7 Guild Exp
Third quest: 3->10 Guild Exp
Asphalion Recruitment Quests now give:
1st and 2nd quest: 3->5 Guild Exp
3rd quest: 3->7 Guild Exp
Rose Recruitment Quests now give:
1st, 2nd and 4th quest: 3->5 Guild Exp
3rd quest: 5->7 Guild Exp
4th quest: 7->10 Guild Exp
Fixed Magara's hat placement when using her sword attack.
Headless Horseman now gives 5 Guild Experience.
Changed the lighting direction on the guild barracks, to avoid dark character sprites depending on where your character is at.
Fixed a bug where Musician's Lute were increasing... Overburden power...
Simple Copper Bracelet now empowers any buff by 60%.
Changed the sound effect for the Bash skill.
Combat Dummies now only take 1 of damage from attacks.
Night Bats from Gavea East Field are no longer aggressive.
They will also no longer feed off bleeding targets.
Their number has increased from 5 to 15.
Fixed a bug where you could sell items for their full price, instead of half their price.
Added guards to City of Gavea.
You can talk with them for guidance, or to know more about the town.
I don't know if their guidance will be really useful, since I'm as clueless as to point where's thing...
Changed how the status system of the game works, for player and monsters health, damage, defense and debuff parameters.
Tyrone and Kiki can now be recruited as guild members.
If you bumped into them, then you know where to find them.
Added a Urgent Mission to Gavea Guild Academy.
The Urgent Mission can be found at the list of bounties, at the top of the list.
The mission will ask you to help repel the attack of the chonky giant fox slime, Gelking.
You can find the mission on the bounty board during Tuesdays, Thursdays and Saturdays.
You will only be able to do the mission once per day it's available.
You will not lose the chance of facing the boss again for the day, if you fail the event of facing him.
Added a Wandering Peddler to Gavea.
He'll only appear at a specific moon phase.
He's also recruitable, if you find out how.
Monsters now have different aggro factors.
Some monsters will change targets based on who dealt most damage to them.
Some monsters will get aggro based on healing value their foes receives.
Some monsters will get aggro if you use a debuff on them.

To download the update, get the link from this page:

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

The project also has a Discord server now. Beside it's still work in progress, you can at least chat in it. 

Click here to get the invite.

I hope you enjoy your gameplay.

Monday, January 23, 2023

A preview of the new boss.

The next update of the project might be bringing a new boss for you to face.

I decided to showcase it to remove some dust from my Youtube account. And also from this blog.


The boss fight was actually quite complicated to make, and I don't mean only AI wise.

Let's start with the boss.

The boss can end up absorbing victims inside his body. A good number of his skills can end up causing the characters affected by it, to be stuck inside its body for some time. One of the skills is the Body Slam.

I had to make a system where not only the victim is seen trapped inside the boss, but also depending on his animations, they are shown about in the correct place for the frame, make the characters faced direction change, and also downscale them to kind of fit inside his body.

And some skills make use of the victims trapped inside him, like the Feast skills, which drain life from characters trapped inside to restore the boss health, and the Hurl Foe, which launches a trapped victim on another target.

Due to the possibility of him having the victims trapped for way too long, I added a skill where he expels trapped characters from his body, if passes a long time with them trapped inside him. The delay before expelling characters is reduced if he's not attacking anything.

Another characteristic, is that the boss is really talkative. If you pay attention to what he's saying, you might have an idea of what he's about to try next. Sadly, there's a few cases where an attack is unavoidable, but others, the information is really handy.

And, is the first boss to invoke summons. Those summons attacks the target of the summoner (I might need to change that). I had to disable their loot, because could end up making the boss very convenient.


As for the scene and the boss fight,they all happen in the same dialogue.

I had to add new dialogue step types in order to support not only characters spawning, making them passive (so we can have a cutscene), move, and more.

The boss fight itself still happens inside the dialogue system.

I thought it would be really annoying to battle the boss with field monsters wandering around, so I also moved the player to "another dimension" while the dialogue is happening. I believe I might need to revert that in the future, and make the player group be unattackable during the scene.

In the case of this boss fight, you'll have the help of npcs, that will help you do damage on the boss. The npcs have their own AI and skills that they will use in combat, so they will be handy when facing the boss. Do not leave them facing the boss alone. You've been warned.

There is the addition of Urgent Quests on the Bounty Board system, which will feature the quest to face this boss. The Urgent Quests are not affected by the overtime randomly picked quests of the normal bounties list, and will always be disponible, if the quest is not in cooldown (if you completed it previously), and you can take the quest (all its requirements are met).


It's planned that the quest to face Gelking can be taken during Tuesdays, Thusdays and Saturdays of real life time. The quest itself has a cooldown of 1 day, so the next day the quest is active, you'll be able to take it.

Well, that's it for this post. I hope you guys give it a try on this boss fight once the update comes out.

See ya.

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