Sunday, May 29, 2022

5th Patch for Guild Management Game Project. Quest system implemented, and performance tweaks.

The new patch of the project is here, and it brings a huge list of changes, includding the arrival of the quest system.

You can get the update from the link on this post:
https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

    Change Log:

Reduced the time for peaceful rest skill effect to kick in.
First Aid skill has got cooldown of 20 seconds, but increased health restored per level was increased.
Lick Wounds skill cooldwon was increased to 20 seconds, and health restored per level was increased.
Fixed the time which the attack hit lands and sound plays to fit the attack animation.
Fireball skill is no longer spammable, and got a higher range of effect.
Provoke skill got higher effect range.
Collin's Brawler Technique got Provoke skill.
Lick Wounds and First Aid skills healing effect is now increased by character magic damage, and effect increases based on level.
Both skills also got their cooldowns increased from 20 to 30.
Maria's Pyromancy technique gained Flame Eruption skill.
Clicking somewhere while the character is sitting, will now make them look at the direction you clicked, instead of where their formation position would be.
Added some measures to avoid monsters of entering unaccessible places behind portals.
The game now shows only the inventory slots you have disponible.
Removed key combinations from windows, because they do nothing.
Collin gained Rush skill on his Brawler Technique.
Umbra gained Stealthy Moves and Rush skill on his Epee technique.
Umbra also gained Stealthy Moves skill on his Pistoleer technique.
Night Bat got a damage boost.
The drop rate of Bat Wings from Night Bats has been increased.
Further improved the Guild Shack look on the character selection.
Changed how characters are drawn, to avoid them clipping through walls.
Camera vertical view can now only go between 35 and 55 degrees.
The game got few npcs you can interact with.
Quest system is implemented.
Added Gavea's Guild Academy.
There is only one npc inside, and it will give you bounties that spawns during gameplay time.
Made houses bigger in Gavea, but also replaced them, and spaced them through the city.
Tweaked many objects, removing or changing navigation settings of them, to avoid walkable unwalkable objects and other issues.
It's now definitive that your characters can access toilets and bathtubs.
Trees are now taller.
Umbra gained Charge, Provoke and Regeneration skills on his Swordsman technique.
Fixed a bug where Passive skills had their effects happening even if you didn't learned them.
Peaceful Rest skill has been tweaked:
Made the health regeneration effects more visible, and can now affect allies that are sitting down close to skill owner.
Fixed a lighting issue with the game when changing regions.
Blocked the unused exits of Gavea field.
Took care of sevaral poligonal issues with the game.
That will improve game fps.
Nerfed the drop rate of many items.

Currently, only bounty quests are acquireable. You can get Bounty Quests from the Gavea Guild Academy in Gavea. Just follow the main road of the town, and you will see a path that leads directly to it.

Like I mentioned before, those bounties appears during playtime, and they have a time limit to which they will last active, so don't hold back about accepting a new one if you see a bounty that interests you.

So far, It only offers you character, guild exp, and golds, but in the future will offer more rewards. Only Kill X monsters and Gather X items quests are acquireable right now. In the future, more quest types will be implemented.

Also, some characters have gained new skills for their techniques. The new skills, and tweaks on existing ones, might make the characters be more interesting to have gameplay with, and I believe Maria might be interesting for people wanting to do huge AOE damage, beside I feel that she needs way more.

I also had to tweak many things in the game assets. To reduce the object count on scenes, I had to remove elipses from objects (which will explain why trees are now more square), and also do more tweaks to objects. The Guild Academy were causing huge fps drop on Gavea, so I had to move its map to another scene. Now both maps have acceptable fps.

There's also a light fix I implemented to maps, which might correct illumination issues the maps used to have. The problem is that now I will need to tweak the lighting of the maps, but I think that's the least of the problems.

There is a lot more I will have to work on the project, but at least those results are really cool.

I hope you guys enjoy it, and if you have feedback, feel free to give me.

Thursday, May 26, 2022

New quest system and skills, but no update yet.

Sorry for not posting latelly, I was quite busy with the project.

So far, I managed to add quite a number of cool stuff into the game project, and they include:

  • New Main Menu
  • Dialogues System
  • Npcs
  • Quest System
  • New skills
  • A new Technique for Collin
  • Tweaked Guild Shack
Sadly, the new update wont be coming right now, since I will need to solve a low fps issue with Gavea, but you can check part of what changed on the video bellow.


Yes, that means you no longer need to face the giant Acid Doggie to level up your guild.
Beside, leveling up the guild has no use right now. In the future It will get some though.

I hope to see you guys on next news, and also on the next game update, heh.

Have fun :D

Sunday, May 1, 2022

4th patch for Guild Management Game project

 On this patch, not only I tweaked a number of things on the game project, but also implemented some player feedbacks I've got.

So far, I've been receiving feedback from people I know, but none from people outside of my circle.

Anyways, this is what the patch 4 brings to the game.

You can now know what each status increase on your character at the character creation screen.

Fixed bug where you couldn't see item tooltip on your inventory.

Monsters will now more likelly try attacking characters closer to them, than characters away from them.

Npcs can now forget you if you run away from battle for a number of seconds.

Added a level up effect.

Added Pistol Shot sound.

Changed how critical hits are shown.

Melissa's gun shot animation has been improved.

 You can download the new update on the download link at this news: https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

The reason why I link directly to this news, is because not only new people should check it in case they want to try out the game, but also because I update the link there. If I place the download link on other posts like this one, It will be outdated if I launch a new version, because MEGA keeps older versions of files with their link up if there's an update.

By the way, the addition of a Level Up effect also makes so I may be able to add effects that can happen on characters, without having to spawn them on all of them. When I get to add buffs and debuffs, that will be useful, like for example, for a Fire debuff effect.

Well, until next news, and have fun.

Friday, April 29, 2022

Guild Management Game project got a third patch.

 I launched a while ago a new patch with a number of changes on the game. One of those changes, is making the screen actually scale correctly depending on screen resolution.


The photo above may not seem like much changed to you, because my monitor doesn't have astronomic resolutions, but the interface itself actually got bigger.

I had to do quite a number of tweaks and fixes on the game aswell since the launch. I hope you guys like it.

By the way, I'm working on the dialogue system of the game. So far, I managed to make the interface and the dialogue scripts communicate with each other, now all that's left is put them into use. I plan on adding some dialogues on the quarter for the guild creation.

Soon enough, I'll be able to add npcs, and maybe a way of letting you speak with your guild members. What could your guild members have to tell to you?

You can get the update on the link of the main post, aswell as check for the changes I remembered on the bottom of it: https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Have fun. :3

Wednesday, April 27, 2022

Want to test my guild management project? Here it goes.

 The alpha version of my guild management game project is ready for testing.

Version 4 - May, 1st 2022

There isn't actually much you can do, other than grinding your characters in this version of the game, but at least it's somewhat playable. You not only can create your guild, but also can have multiple guilds saved in your computer, in case you have someone who wants to try the game.

As time passes, I'll try adding new contents to the game.


You can download the game from the link bellow:


Little infos you may need to know about the game, or in case you get stuck:

Guild Hall:

  • There is currently no limit of guild members you can have on your guild hall, so if you want to create everyone, go ahead.
  • You can move characters on the quarter. You can make them take combat or normal stance by clicking the character you're controlling, or making them sitdown by pressing Insert.
  • Select your team members on the list to the right, then click "Join Team" to add the character to your group. The same can also be done to remove them from the team. You can have up to 3 characters on the team at once.
  • On the Select Deployment Interface to the bottom left, you can select where your characters will move to. If you have just left a map, you can return to that place if you didn't left by being defeated.
Gavea (City):
  • There isn't much to be done here. You can leave the town by going south. The south part of the town actually has houses and stuff, but the center and north doesn't.
Controlling your party:
  • Clicking the character portrait, the character itself, or pressing F1, F2 or F3 will select the leader character.
  • Clicking the check box next to the character name will make so orders affects them or not.
  • Pressing ' or ~ (depends on your keyboard) will make the game switch between selecting individually or group. Use that in case you want to make your melee attack first, or from another position.
  • Pressing Space makes all members select take defensive mode. They will attack anything that comes near them in that state.
  • Pressing Ctrl+Space will make characters loot items around them.
  • Holding Ctrl while clicking somewhere, will make the characters move while attacking monsters in the way.
  • Clicking a monster will make the group attack it. Clicking an item will make the leader try looting it.
  • Pressing Insert will make your characters sitdown on the floor. While sitdown, health regeneration is faster.
Techniques:
  • Techniques are stances or combat styles your characters can take. You can access it by entering the game world with a group, and clicking the Technique button on the top left of the screen.
  • Technique gains experience as you hurt something while it's active.
  • Each technique needs the character to be wielding weapon related to it in order for the character to use that technique.
  • Active skills can be placed on the skill slots of the technique window. Click their icon to have it held, and then click the slot 1 to 5 in the same window to assign it.
  • In the character nameplate, you can see the keys the skills are assigned to. Press the skill key to use it.
  • The Info button lets you know more about the stance, and weapons required for use.
Items:
  • Except for equipments, items doesn't have much use. You can sell the items you acquired on the map to gain some golds on the Quarter.
  • There's a temporary store on the quarter, where you can buy and sell items. You can buy equipments there too, but at the time I was writing this, only Umbra had different stances, so be sure to check his stance infos before buying anything.
Be sure to give me feedback any way possible, and I hope you have fun.
Also, there's a boss in South Gavea Field, try killing it and showing me the proof :3.

Patch log:

Version 2:
    Fixed a issue where you couldn't check skill description by right clicking it.

Version 3:
    Fixed interface scaling issues.
    Fixed night bats not giving exp.
        I also had to tweak the Acid Doggie and Small Willow exp to make them make sense.
    Nerfed Supressive Fire skill. Now it will only hit the same target up to 6 times.
    Tweaked clouds opacity.
    Fixed issue where Goat Horns could only stack once.
    Camera now rotates slower horizontally.
    Removed the Join Team and Remove from Team buttons.
        Now they appear under the selected character in the quarter.
    Added some lighting to the character creation screen.
    Added 2 more armors to the shop.
    Fixed and changed some other things that I've forgot.

Version 4:
    You can now know what each status increase on your character at the character creation screen.
    Fixed bug where you couldn't see item tooltip on your inventory.
    Monsters will now more likelly try attacking characters closer to them, than characters away from them.
    Npcs can now forget you if you run away from battle for a number of seconds.
    Added a level up effect.
    Added Pistol Shot sound.
    Changed how critical hits are shown.
    Melissa's gun shot animation has been improved.