Sunday, November 13, 2022

Another Guild Management Game update, with a new character includded.

 


And a new update arrives, with interesting changes, and a new character.

New Character

Rose

The witch Rose has arrived to the game, and is fully acquireable (unless I messed up on her recruitment process). She currently doesn't have her curse magic with her, so she will be able to use Psychokinesis magic to cause problems to your guild opposition.

The only clue I'll give you for where to begin her recruitment quest, is by checking the latest visitable Gavea Field.

Combat Techniques Resetter

A npc has been added to Gavea Guild Academy to allow you to reset your character combat techniques.
A fee of 1000 Golds will be required to reset the technique of the current leader character.
Yes, be sure to have the character you want to reset the technique selected as leader of the group before attempting to reset techniques.

There is no limit as to how many resets you can do or anything.
Just keep in mind that the npc will reset ALL your character combat techniques, so be sure to set the skills on all of them after you reset.

Other Changes

Halloween has passed, and it's time to remove the decorations for it, so the lamp posts and Gavea Farmland will return back to normal.

The Headless Horseman also got changes. His sword got a few nerfs since it was way too good.
Also, he will not spawn all the time in the farmlands.
Instead, it will spawn between 23 hours and 4 hours (4am), so if you want to avoid it, or it's blocking your way, just try passing through where he is outside of that time range.

Umbra and Denis got a new skill to their Rapier or Dagger technique. That skill will make it easier to avoid staying in front of the monster, since upon using it, the character will move sideways of it if the character is in front of the monster.

Of course, that skill will not be very handy if they are actually tanking the monster, but if they're actually offering extra dps, will at least help keeping them alive, and out of danger way.

Characters will also now speak when using certain skills.
With the exception of Rose's Familiar Maker skill, there's a chance the character will speak when using skill.
Do let me know if that annoys you.

Change Log

Umbra's Epee and Denis Novice Combat Techniques gained Side Step skill.
This skill allows making the character side step away from the target face, while delivering an attack at the end of it.
Or simply attack the target, if the character is not in front of the target.
Tweaked the Horseman Blade status.
Now it gives 12 Physical Damage, 8 Defense Pierce and 2 Power changes.
Added a npc to allow Combat Techniques resetting inside Gavea's Guild Academy.
You need to have the character you want to reset the combat techniques set as leader, before talking to it.
It costs 1.000 golds to reset. Price doesn't changes.
All combat techniques are resetted upon using this. Be sure to spend points on all your character combat techniques.
Fixed issue where Recovery Sound skill was way too good.
You can no longer abuse of the targetting delay from hostile monsters to deal some quick start damage.
Toxic Oozes now stacks.
Removed redundance from Melissa's description.
Added a scroll bar to the character description in the guild applications window.
This will be handy if the game gets a character with a long description.
Rose is now recruitable.
Changed Asphalion's recruitment quest to add a dialogue branching for when Rose is present.
Removed Halloween changes from the game.
Lamp posts light will now be white, and no longer has bat silhouettes.
Removed the mist from Gavea Farmland.
Changed the moment the Headless Horseman will appear on Gavea Farmland.
It will now spawn between 23 hours and 4 hours.
If you're already facing it outside its spawn time, it will not despawn, unless it loses targets.
Characters will now speak when using certain skills.
Let me know if that annoys you, so I can lower its appearance rate.

You can get the download link of the update on this post:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Enjoy :3

Saturday, October 29, 2022

New Guild Management Game Update: The Haunt of the Headless Knight


About the Knight

Yes! New update came out. I wont really spend much time talking about it, but I will talk about the image above.

I added the Headless Knight as a kind of boss you can face in Gavea Farmland. Currently, there's no quest that asks you to face it or anything. Bring your strongest as possible characters to try facing it, and be careful not to be flattened by it.
The boss itself has some cool loot, and has a 2 hours respawn time.
Gladly, there's a system that will discount the time you spent offline from the mobs respawn time, so you don't need to keep the game open for the respawn time to run out.

That boss might be relocated in the future, but for now, it will be in Gavea Farmland.
If you manage to get the boss to end up in the exit point of a portal from another map, don't worry. There is a 10 seconds delay before aggressive monsters can attack anything, so just run away.

Tweaks

Many skills in the game got tweaks and changes. Check them out and see if the changes are good.
One of the weaks I did, was making the Charge skill useable on close range. The reason for that, is because the skill turns totally useless if the target is directly in front of your character.
The solution I did to that, was making the skill about 80% effective in lower range, and reduce the running duration.

I also added 3 new skills to Collin, and 1 to Melissa. Their gameplay might actually be better now.

What about the witch?

Sorry. Her Psychokinesis technique is mostly completed, but I still didn't begun yet working on her recruitment quests. Also, I've been spending a bit of time working on a side game mode that might be disponible in the future, and if everything works well, it might bring another new character upon launch.

Please wait until I finally be able to launch her, and possibly, also work her Witchcraft technique too.

Change Log

Added a hoodie to Hunter Dalia. She might be a potential future character.
Added a new monster to Gavea Sewer Entrance.
Added a teleporter to Gavea Arena.
There is not much inside it, right now.
Tweaked many skills.
Many skills got their damage increased.
Fixed an issue where a number of skills were making your character have a fixed amount of damage percentage, instead of increasing status.
Epee Stab skill now not only lets you know that it may inflict bleeding, but also the change increases with level.
Stab skill now increases Bleeding infliction rate with the level.
Bare Knuckles unnarmed damage increase is now effective even with the skill on level 0.
Bow Expertise now increases attack range.
Buffed Burning debuff infliction rate of Pyromancy skill.
Buffed Confused debuff infliction rate of Punch Combo, Charge.
Bash skill now hits enemies in a small area around the target.
Removed the cap of hits to a same target on Supressive Fire Skill.
Supressive Fire and HeadShot skills will now try hitting targets in line.
Fixed a bug where Epee Stab skill was reducing damage by 20%, instead of defense.
Boosted the Critical Rate chance of Headshot and Vital Shot skills.
Vital Shot now has a chance of inflicting Bleeding debuff.
Nerfed launching range of Forceful Shot.
Buffed Vital Shot, Epee Stab and Critical Shot damages.
Fixed a typo on "Lets Move" quest.
Umbra got some Defense Rate on his Swordsman technique.
Boosted Magara's Defense Rate on Warrior technique.
Fixed Magara's headgear positioning.
Nerfed the damage of the Giant Acid Doggie.
Added Orange, Yellow and White Potions.
Those potions can be bought from the General Store in Gavea.
Prepare your pockets.
Added Headless Horseman boss to Gavea Farmland.
Watch yourself when exploring that place, since he resents the living.
That boss has a 2 hours cooldown before it respawns, which is also affected by real life time. Return later after killing it.
Holding an item when changing maps, returning to the Guild, or quitting the game, will try sending the item to inventory.
If it's not possible to place the item on the inventory, the item will be dropped, and can't be acquired again.
Added effects that happens when you're in the Guild Hall, while a Bloodmoon is happening.
Reduced health bonus from Big Foots, and boosted a bit their attack.
Added a bit of defese to Little Willows.
Made the Forceful Shot launching animation faster.
Changed how stores manages their item infos.
You will not notice a diference, but there is less infos being held by each item in the stores, so it saves memory.
Changed how the mob spawns definitions works.
Charge skill can now be used in close range.
The charge time is greatly decreased in close range.
Charge will be mostly 80% effective in close range.
Reduced the number of Night Bats from Gavea Farmlands from 50 to 30.
Added Recovery Sound skill to Asphalion's Chill Music technique.
Regeneration skill is 3 times more effective when the character is sitting down.
This should have your tanks more ready to return to combat faster.
Buffed Punch Combo Confused debuff inflicting rate.
Added Powerful Punch and Chained Punches skills to Collin's Brawler Combat Technique.
Added Low Kick skill to Collin's Fighter Combat Technique.
Added Arrow Barrage skill to Melissa's Hunter Combat Technique.
Increased the delay before agressive monsters begin chasing players from 5 seconds to 10 seconds.
With a boss spawning in a field where you can do quests, I increased the time to give you a chance of avoiding being camped by it.
Did some changes to the lamp posts to give them a bit of halloween feel...
Sorry that I couldn't do more on the game for the season.

 You can get the download link of the new update from this thread:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

I still will need to find a better place to place my project for download and stuff, beside I've been thinking about itch.io. The problem is, I still need to make up a name for the project before posting it there.

Well, that's all I have to say about this update.

I hope you have fun, and enjoy the new door opening animation :3.

See ya on future news :D

Wednesday, October 5, 2022

My attempt at making the Guild Masters.

Well, since the project is about making and managing a guild, and also exploring the world with the aid of your guild members, it would be really weird if there was no guild master.

Differently from any other guild member, the guild masters are planned to be actually customizable. The hair style is one of the things that is planned to be customizable, includding changing the guild master gender, and in the future, even other guild master races (which will require me to design them totally different).

The image above, showcases the human male (left) and the human female (right) guild master designs. The hair style, as I mentioned above, is going to be changeable. Another thing that is going to be changeable, is not only the hair color, but also the outfit and skin colors.

I want to try making the guild master as much customizable as possible, even more since they are kind of supposed to be the player representation in the game.

I still have to work on the rest of their sprite works, and also how their attack animations will work (which will probably work different from the other companions attack animation).

By the way, as a little addendum: The guild masters are actually quite complicated for me to setup, but probably will be worth it to see them in action.

Well, that's all I have to say about the guild masters so far.

Once I have something more solid about them, and even a playable version of them, I will be sure to showcase.

Stay tunned for more news.

Until next time. :)

Monday, September 19, 2022

New Guild Management Game update out. Various fixes and some QoL changes.

 


This update brings new fixes and tweaks to the game, includding to a issue regarding lighting that is quite serious. Let me talk about each thing one by one.

Bounty Board

Since launch, the bounty board were having a issue where it wasn't updating the bounties list correctly.
The result of this issue, caused bounties to stack in game memory, without their time depleting, so there was no actual randomization of bounties active.

The issue is fixed, and bounties will not only be able to spawn as time passes on the game, but also bounties on the board are now able to expire, giving place to another bounty in the rotation.

The saved bounties that were saved with the game world data will be erased upon loading the game, but due to how the bounty system works, at least one bounty will be disponible for you to take on Gavea Guild Academy.

The Lighting Issue

I have to say: Since I begun working with Unity to develop this game, while learning to use this engine, I always turned off the visibility of warnings on the debugging.

Yesterday, I noticed that there were several warnings being generated when debugging the game, and upon googling about it, I discovered that it's caused due to updating lighting positions and settings too often.

The issue itself was so severe, that I put down the previous version of the game from download after a friend told me that lighting errors could cause severe stress on the processor.

I think I might have been able to fix the issue. I have been debugging the game today with some extensive gameplay, and there were no warning spam on the console about that issue, so maybe I fixed the issue.
The side effect of this, is that there will be a visible delay with the movement of day and night light, which is noticeable when you have clouds shadow passing through the screen.

Positioning Tweaks

I added quite a lot of positioning tweaks to the game, so things are visible on your character sprite, instead of visible on the position of the world your character object is at. That also means that things like Shadow, will now look like they're actually under your character, when executing an action where the sprites position isn't the same as the character object position.

Other Changes

Well, I discovered recently that I can use multiple cameras to draw layered things. Now, the character name texts will be drawn under the character, and still be 100% visible when you do so (Npcs didn't got that change yet, so their names still show above them).

The Gavea Sewers got tweaks in the lighting, and also added more light sources in it.

Many items got their weight tweaked. Not only that means you'll be unable to carry hundreds of various items on your character, without making it extremelly annoying and restrictive on how much you can carry. The Wooden Armor and Wooden Shield got their weight nerfed, since for some reason, their weight were absurdly high for the kind of armors they are.

Also, armors no longer nativelly change your attack speed depending on their type, so there's no more benefit of attack speed for using cloth armor, neither penalty for using heavy armor.
The defense values they increase based on type still remains (Cloth giving more defense to Magic, while Heavy giving more defense to Physical).

I also added the Plunder Around order. That order will alternate between trying to loot items around your characters, and attacking a nearby monster. You can activate that order by pressing Shift+Space, or clicking the new order button in the game.

Change Log

Changed how the character names are displayed when passing the mouse over, from above head, to under the foot.
Added some few lights, and also tweaked the lighting of the Gavea Sewer.
Made the positioning of Shadow, Damage Numbers and also the origin position when a character look to another, be their sprite position.
Characters using skill will no longer be picked by the Loot Around order.
Added a Plunder Around order.
Plunder around will alternate between attacking and looting around.
Can be activated by pressing Shift+Space.
Dropping items from your inventory will now update the weight value of your inventory.
Fixed a bug where overweight penalty would not be under effect if you reenter the world.
Tweaked the weight of many items.
Increased cooldown of healing items from 1 to 5 seconds.
Fixed an issue where the Techniques window didn't stretched correctly to the bottom of the window.
Magara's Recruitment Quests now have proper rewards.
Added the missing level 12 cap on Gavea's Southeast Field.
Fixed a typo on "Let's go Shopping?" quest.
You can now return teleport to Gavea's Tutorial Camp regardless of wether you completed or not the tutorial.
That place was known as "Gavea East Field" on the teleport destinations.
Added a dummy objective at the end of Magara's third recruitment quest, to not give the impression the quest is completed already.
Fixed a issue where the game was taking the character creation informations from the wrong place.
You can now know the name of each status in the character creator.
Fixed a bug where active bounties were stacking, instead of shuffling.
The saved bounty quests disponible will also be resetted upon loading a save, so they can respawn normally.
Reduced the cooldown before you can repeat a bounty quest from 3 days to 1.
Fixed a rare softlock that could happen if multiple characters tries to loot the same item.
Eased a bit the processing of character scripts, to save fps.
Added a possible fix to a lighting issue, that is not actually visible, but possibly detrimental if playing the game for too long in the same map.
That fix will actually causes the shadows to have a bit of lag when moving.
Fixed issue where Wooden Shield was giving Maximum Health, instead of Defense.
Removed the attack speed change given by armor types.
You can no longer alter inventory or equipments while the shop is opened.
The shop will now update correctly the items in your inventory for each purchase/sale.

The download link of the update can be found on this post, as usual:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

Enjoy :)

Monday, September 12, 2022

Guild Management Game Really Necessary Update out.

 


In advance, I want to say I'm sorry for leaving a few bugs and issues on the game, since it was either I launch the update now, or get it on hold for a week or two more.

The reason why I wanted to launch this update, is because of the lots of things it brings with it.
One of the things this update fixes, is the monsters loot.

Loot

Before this update, each item that looted from monsters had a rigid body, so physics and terrains could alter the movement of items, and also have the chance of causing them to go some place you can't reach, like in the case of Gavea's Southeast field cliffs. If a loot you got falls on the water, you lost it.

Now not only the game checks if the destination of the item upon looting is reachable, but also the jump the item does is scripted, so there is no way the item may slide somewhere else other than around where it dropped.

Debuff Empowering

Now damage dealing debuffs will get their damage increased based on the character Wisdom.
This change was done because, if it wasn't done, damage dealing debuffs would easily turn to irrelevant later in the game.

I also fixed an issue with the script that checks if a debuff should afflict someone or not. Seems like I had messed up on the condition when I made it.

Status Fixes

There were some issues with defense rate and defense pierce status (which are an addendum used to determine how much damage the monster will get, either reduced or extra), and now combats against certain monsters is no longer harder than should.

Interface Changes

Many interfaces got tweaks, fixes and changes. The issue where quick slots, items descriptions and stuffs weren't showing tooltips are fixed.
I also changed the text object used on many interfaces of the game (I don't know if I missed any), so the text should look cleaner and better.

Item Quick Slotting

Yes, you can now quick slot items on your character. Just pick up the item on the inventory, and drop it on the slot. Pressing the quick slot key will use the item bound to it.

2 New Areas

Originally, only one area was going to be includded on the update, which is Traveller's Path, which is located West of Gavea Farmlands. But today I decided to work a bit on the sewers of Gavea, since I already added the entrance days ago, so here we go. Gavea Sewers is also includded.

I only managed to get one floor of Gavea Sewers done, and I still need to work more on it, like adding lighting, fixing some issues, and also add more monsters.

Sadly, I wont add screenshots showing the new areas, because it's 3:29am and I will need to be going sleep in 30 minutes, so I guess this can be a kind of quest you guys can take, like... Find out how the place look by itself. Beside, the photo used as spoiler of this news was taken in Traveller's Path.

Change log

Fixed an issue where monsters were having hard time figuring out who was causing most threat to it.
Acid Doggies are no longer vampires.
Yes, that means they got shadow.
Gavea's Farmland gained a Graveyard.
Reduced the population of Plasma Eaters on Gavea's Farmland from 30 to 15.
Added description to Magara's Warrior Combat Technique.
Added Forceful Shot to Umbra's Pistoleer Combat Technique.
That should help getting him out of danger.
Changed how looted items behave, to avoid them of falling some place you can't reach.
Damage dealing debuffs now have their damages scaled with character level and status.
Wisdom increases buff damage and damage resistence.
Fixed an issue where the status for checking if a debuff should afflict a target were... Completelly bonkers.
Fixed a number of issues related to characters and monsters status.
Yes, that made Naked Goats a bit less dangerous.
Changed many loadscreens.
Fixed a bug where hidden walls wouldn't show up anymore.
Fixed issue where the Baby Bunny Slime Hat were showing the wrong headgear when equipped.
Nerfed the healing caused by Healing Song.
Fixed issue where you couldn't click characters to target them with a skill.
Fixed issue where Collin, Maria and Umbra were showing up invisible on Gavea's Guild Academy.
You can now make characters use furnitures, by clicking on their seat.
It's now possible to place items on quick slot.
Fixed issue where quickslots weren't showing their descriptions correctly.
Nerfed defense bonus given by Endure skill.
Renamed 'Endure' skill to 'Endurance'.
Changed how bounties shown works.
That also seems to have fixed an issue where new bounties weren't showing up.
Allies now have a fixed minimum move speed, so they can keep up with your other party members.
Fixed issue where the plasma eater attack could some times leave a silhouette of its targets floating on them.
Item descriptions now shows item weight.
Threat Power of the characters will also influence who the aggressive monsters will attack first, disregarding a bit distance.
Fixed a bug where monsters could try targetting the dead.
Greatly improved the drop rate of many items acquired from monsters.
Yes, it's now viable to farm apples from Bunny Slimes.
Healing numbers no longer will spawn directly on the center of the healed character.
Some items now have use cooldown.
The cooldown isn't absurdly long.
The skill and item hotbar now has a radial effect that will play when they're in cooldown.
Changed the text object used to display many of the interface texts on the game.
Now the texts shall look less blurry.
The character creator will now pickup one of the random characters you can create upon entering the creator.
Might be useful if you're sick of seeing Denis.
The Techniques Window will now show the icon of the Technique on the dropdown.
Nerfed Bow price from 250 Golds to 75 Golds.
Boosted a bit the damage and defense bonus per level that monsters gets.
Nerfed Restoring Sound healing effect.
Night Bat level has been increased from 4 to 7.
Added Traveller's Path map west of Gavea's Farmlands.
The monsters in it also have their own bounty quests too.
Added Gavea Sewers dungeon to Gavea.
Currently, there's only the first floor, and it still needs more monsters.
Changing maps will now change the direction the camera is facing upon entering it.
Guide yourself through the compass to avoid getting lost.
I added a setting that allow you to turn that off, if it is confusing you.
The Magara character that you fight against on her recruitment quest, is now level 20, instead of 10.
You can now drop items from your inventory on the ground, by left clicking anywhere outside of a interface.
You can also now clear the held skill, by left clicking outside of a interface.
All bounty quests repeat delay were changed back to 3 days.

Well, that's about it for this update.

To download the update, get it from the download link in this post:

https://nakanondev.blogspot.com/2022/04/want-to-test-my-guild-management.html

I recommend you guys to follow me on twitter, since I usually showcase what I'm doing in the project there, since it's really quick to do so.

Beside, I should make more posts here, and a page dedicated to this project, since seeking the post with the download link everytime I launch a new update is really bad.

As for future planning, I'm working on a witch which will be the next recruitable character the game will have. You can check the spoiler on my twitter posting bellow:

https://twitter.com/Nakano18Online/status/1566679951948107777

So far, I've done the animations and the basic tech stuffs. She now need skills.

Soon you guys can try getting her on your team, beside I'm not sure if I'll make her as easy to get as Asphalion was.

Have fun :)