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 :)