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.