Saturday, June 18, 2016

Forced Max Level, for a fair and harder combat?

With games like Guild Wars 2, came up a good question, the characters with higher level than the zone should get their status lowered to the zone level?
Based on my experience with it on N Terraria 6, it turned the game somewhat more challenging, beside due to having higher grade equipments, gameplay on lower level zones gradually were getting easier.
At least, that system avoided the players of power leveling their npplayers (Player level were capped 5 levels based on the most underleveled npplayer), which were funny when reading their complaints, plus made higher level players have some dificulty in combat with bosses and field monsters.
So, based on this, I believe It's a good idea.
I'm thinking about making something like that on TNR, and maybe even on future projects, because will turn it more fair gameplay if you want to help a friend who begun the game.
The system itself does not makes it worthless to have a higher level character, because even if you have passed the level of the map and got at the cap, skills and bonuses from level, for example, would still remain unlocked, but the character will not be as powerfull on his normal level.
In case you want to try the system on your game, create a second level variable that resets to player level at every frame, but can be modified by other scripts, then make all status calculation scripts use that secondary level variable as level value.

Ex:
int Level = 1, Level2 = 1;
int ATK = 1, DEF = 1;
public void StatusCheck(int LevelCap)
{
   Level2 = Level;
   if(Level2 > LevelCap)Level2 = LevelCap;
   ATK = Level2 * 2;
   DEF = Level2 * 2;
}
This is an example of the code, It may end up different based on what it is going to be needed, but just to give an idea, look's fine.
Have fun.

Tuesday, January 26, 2016

Tamers Network Project update, what happened so far

Well, there have been a hiatus on this blog, but I have to say that this
project is still up and running.

Recently I've got a party member that is making the sprites of the monsters,
and thanks to that, I got more motivated to work on the project.
Concept arts given by the artist MugoUrth.

After the first sprite were released, I were able to begin working deeper on the battle system.

I passed around two weeks working on the Battle system, to make sure it fits the new monsters sprites.
At first it were like this:




Then changed to this:



Evolved to this:



Then ended up like this:



Also, I launched a screenshot of the end-battle interface, it look's like this now:



The monster groups will now spawn on the field, and will try to reach you if you get close to start battle, instead of the old method that were randomly starting a battle while you are walking around.



So far, that is the progress I and the Spriter were able to do in the mod, the game is still being worked on, so no worries about it, if you notice that there are no news for too long, check out this topic on Terraria forums to know if there are no news, beside I may release another resumé in the future about the changes (since is easier than making a blog post for each news).

Until next news.

Saturday, November 14, 2015

Little revamp on New Tamers Network Reborn

Well, I doubt anyone even missed news about my project, but anyway, better I tell the news.

I made a little revamp on the entire game, to make it a bit more stable and better looking.

To begin with, I made the game run without the need of a fps capper, but funny enough,
the game still runs at 60 fps even without the capper, is it because of my monitor?

I changed how the controls will work on the game, so they does not clunk on the way,
or have diversificated defects (like were happening on the previous news about the dialogue, if I even told about that).
Now the controls are more universal, plus they are responsive.

And, I were working for some time on multiplayer for the game, but due to problems, I had to stop working on it for a while and focus on other areas of the game, but either way, multiplayer will come anytime soon, neither on my Terraria mod I were able to fully understand how were made the multiplayer system.

The dialogue window have received a revamp, you will notice a huge difference if you look at older news and the newest ones, the dialogue box is now way cooler, and does not have a huge and boring font (in my opnion), plus made the options from the menu be less messy and have their own part on the interface, as you can see on the screenshot.

Also, the npc above I made to test a new dialogue function, where using strings and two dots between the texts, I could make a dialogue where some of the options can be hidden
due to certain requirements.

For example, on the dialogue above, the Dialogue Tester initially asks you which town are you at, the option saying that you are in Piatuba is initially disabled, and due to that you are
sent to the "I does not know" option, clicking "I does not know", makes the npc tells you the town name, and due to that, the npc asks again which town you are at, and then the option "This town is Piatuba" appears.

The infinity of things and dialogue branches this may lead to is demi infinite, but will be way more better than having to create several dialogues for different conditions (like happened to the old Armor and Weapon vendors in Piatuba, there were two option menues defined for when they are with shop opened or not).

Well, that's all the news for now, stay tunned for more.

Wednesday, October 21, 2015

Idle World Update 2

IdleWorld acquired a new update, this update will change several things on the game,
plus make it be less dumb in most parts, and make characters have a certain favorite
weapon type.
*- Party Leaders will now more likelly search for party when go to the town.
*- Characters will no longer turn to desertors on battle when running out of potions.
*- Added some true names for the game, but the second name still uses the old naming method.
*- Made characters have a preffered weapon type.
*- Monsters now only attack a player, at least the one who makes him more angry.
*- Changed or Removed some weapons.
*- Adventurers look for party less longer.
*- Bosses now have longer respawn time.
*- Adventurers now leave party when their party leaders is too low level for them, or they are far ahead his quest objective.
*- Can no longer acquire negative exp.
*- Quests no longer have monsters killing requirement increased with map level.
*- Characters will need to pay for a night on the INN if they are not on the initial town.
*- You will less likelly get awesome loot from monsters, stores and chests.
 You can download the update here: https://dl.dropboxusercontent.com/u/6574868/neverdelete/IdleWorld.zip

Wednesday, July 8, 2015

IdleWorld Updated

I made a few changes on the IdleWorld project.
Made the following changes:

* More Weapon types for the adventurers.
* New quest items.
* New equipments.
* Fixed issue with quests that would not recognize other monsters of the same type in the map.
* Fixed adventurers fighting monster counter.
* Changed how the luck count in battle works.
* Adventurers will now return to town once quest is complete.
* New map Affix and names for both town and wild areas.
* Your adventurers will no longer pause combat when out of stamina.
* Monsters now restores HP gradually when out of combat.
* Adventurers can now flee from tough battles when Frustration reaches a high level.
* Adventurers will look for teaming up with other adventurers when the battle is too hard for them.
* Added Orc and Goblin character types.
* Weapon and Armor now matter.
* No longer possible to restore health by weak enemy attacks.
* Quests requesting adventurers to defeat a boss now reward more coins.

You may download it here: https://dl.dropboxusercontent.com/u/6574868/neverdelete/IdleWorld.zip