Current Version

Tuesday, June 24, 2014

Job System is Live!

I need to stop finding more things for myself to do in these updates, as much as I like the results, I get far too sidetracked... Anyway, I still have a couple smaller things I'd like to add, but given the delay between this and the last update, and my next task being so small I'll hold it over to the next update. The better part of the job and combat system have been updated and are in place, though I feel like I should add something to explain the status effects, stat benefits, and strengths of weapon types.

Changelist:
  • General:
    • Histories are gone
      •  Replaced with weapon and armor select
  • Job System:
    • Player stats and abilities are now determined by the player's aura
      • Each aspect features a unique feature and traits
      • Stats are based on affinity and selected aspect
    • Temporarily disabled Nexi pending an overhaul of their customization
  • Combat:
    • Weapons now utilize a weapon triangle against armor
      • Vanilla damage replaced with slash, pierce, and bludgeon damage
        • Strong against light, medium, and heavy armors respectively
      •  These damage types are available for auras as well
    • Updated weapon stats to diversify their use in combat
      • i.e. Swords are balance, daggers crit more, spears are defensive, etc.
    • Strength and Dexterity now multiply weapon damage instead of flat bonuses
  • Skills:
    • Weapon skills have been replaced by new aura spells based on damage type
      • Skills page will no longer have sub-menus pending a HUD update
    • Overhauled status effects slightly to better play to the strengths of each element
Next up on my list is the travel system and racial cosmetics, as well as a couple more number balances for weapons and armor that need to be stress tested, removing outdated HUD mechanics, and fixing some neglected code segments. I'm on break for the better part of a month now, so hopefully I should be able to manage to at least get this in place before I head back to school.

Thursday, May 15, 2014

Update 0.2.04 - Aura Prototype


Hello again, I was hoping to get this out quite a bit sooner, but between my new job and my capstone projects my progress has been a lot slower than I would like. I'm in the middle of reworking the core progression mechanic of the game (because I realized exp is going to be tedious as hell in the future if I keep going down this path), but I thought I'd release the original aura update I promised and squeeze in the rest of the rewrite with the combat damage type update. So here's what's new with this release:

  • Aura System
    • Aura passive system in place with limited customability
      • Pick an element to draw power from
      • Shape that element in an Aspect that provides you various bonuses
        • List will be updated with slight changes in next release
      • Pick Traits to further modify the abilities of your Aspect
    • Limited Nexus special attack system in place
      • Limited to one pre-built type per Aspect
      • Further customization will be implemented in the future
  • UI
    • New type of page for the Aura screen, this will likely replace the current inventory, store, and ally pages
  • Elemental
    • Players can gain affinity from aura to deal damage of that type, take reduced damage of that type, and/or unlock that category of spells.
  • Skills
    • No more exp or proficiencies
As for the next release, I plan on swaping out basic damage for a simple weapon triangle system against armor (slash - cloth, pierce - chain, blunt - plate) and slightly reworking weapons and armor to compensate for this. Additionally I'll be implementing the new "job system" that allows players to develop their stats based on their aura, effectively allowing them to swap play styles on the slide, promoting exploration, side-quests, and storyline progression over needless grinding to improve their character. Eventually I plan on allowing players to use dual-, or tri-split auras to multi-class their abilities and balance out their stats, but for now I'm just going to leave it simple. Now, on to getting that shit to work~

-- Note: This build may be a bit more unstable than most, as it's more of a transition than a full release. It should be back to normal by the next build. --

Thursday, April 10, 2014

v0.2.03b Update Log

Nothing too bug this release, took a bit of a break over the last month, but here's the list of work that I managed to finish on the side:

  • Bug Fix
    • Inventory and shop should be navigable again
  • UI
    • Weapon and armor on sidebar replaced with icons, future icons should follow
  • Combat
    • Block has been removed, and dodge has been slightly boosted to compensate
  • Core
    • Item use centralized to item classes
    • Damage dealing and healing centralized to character class
  • Other
    • Page Titles added to some pages
    • Side boxes should no longer be selectable
As for what's next, I narrowed down my work to the remaining core features, and I'm trying to hit one of them every week or two to finally kick this thing off and be able to add content without worry. First up will be the full aura system, expanding from simple elemental selection to a full customizable bonus and special attack system. While it sounds like a bit of a jump, it's nothing too big once the core of it's all in place. I'll get back to you all once it's all set~

Thursday, March 6, 2014

Alright, an Actual Update - v 0.2.03

Alright, saves are staying dead for a while, I should probably focus on other stuff at the moment anyway. Still have a few major features to code in before I'm ready to start really building this thing, but for the time being I'll keep chugging along with these updates.

  • Saves:
    • Saves work on the exe file and editor, but not webplayer, but they've been sidelined for more immediately important features.
  • Aura:
    • Elemental magic management has been added to the tent, and removed from the character tabs
  • HUD:
    • Tooltips have been adjusted to be more readable, as they were difficult to see in many spots.
    • Skills now indicate their damage type which may become more important in future releases
  • Status:
    • Status effects have been simplified to a stack system rather than strength and chance values
    • Resist has been adjusted slightly and putting more stacks on a character is progressively more difficult now
    • Resist draw from endurance and willpower now, instead of straight willpower
  • Core:
    • All text is generated from a single file now instead of each class seperately
    • Text and navigation management has been condensed and simplified as well
    • Game runs on a state system now instead of whatever weird thing I had implemented before
    • Replaced a couple more messy arrays with dictionaries for easy management
  • Bug Fixes:
    • Status effects should apply properly now (though single stacks applied to enemies may resolve before you get to see it applied due to the nature of their effects)
    • Stuns actually work, so Kana should be able to interrupt the enemy for a turn or two now


Next up on the list in inter-regional travel (so like between towns and other hubs), and another test for conditional quests. Likely nothing too permanent for that second part, but I can now move the player to a proper starting region for their journey and set up some semblance of a story maybe. Other than that a few minor combat changes, more code centralization, and the addition of the elemental affinity system to handle aura and elemental vulnerabilities and such. You know, the usual junk. And with that, off to get another update on the way~~~

Thursday, February 20, 2014

Save Update: Uh, yeah, about that

So, saves won't be happening immediately for the webplayer. I've spent the last few days trying to update the new system to work for webplayers, but I'm just not making any progress so I'm abandoning that for the time being. This kinda stuff isn't my strong suit and touching on topics like server-side data handling and the like isn't what I need to be focusing on any time soon.

I might reintroduce PlayerPrefs with the next update to give you guys something, but it'll likely just be a quick-start button due to the lack of actual content that needs saving at the moment. For the time being saves are going off though, I'll update you all once the this current update is done and goes live.

Thursday, February 13, 2014

Saving Temporarily Unavailable - Woops

Quick update here guys. Updated the save file to create and utilize an xml file on your computers, but forgot the webplayer for unity doesn't like to touch local files.

I found a fix to the problem, but it means I have to rewrite the saving methods again, so it won't be up for a few more days. In the meantime, since I don't have an old version to rewind to, saving and loading won't be possible until the next update, though luckily there isn't much progress to be made or lost at this point.

On the plus side, these new methods allowed me to fix a lot of errors with the inventory and proficiencies across saving and loading, so that should hopefully go well once I get it back up. Sorry 'bout all this~

Tuesday, February 11, 2014

Bringing Back the Bunny - v. 0.2.01

Took a little bit longer than expected due to midterms/classes, but here's the next release, something I've been waiting to add for a while now and can't wait to expand upon. I've got some big additions/changes coming in the next handful of updates, but for now let's get to the changelog:

  • Bug Fixes
    • Pawn shop no longer breaks on trying to scroll through item list
    • Skills should deal normal damage again
    • Fixed navigation bug in the character creation screen
    • Damage numbers should match up properly now
  • Ally System
    • Ally system is now in place
    • In Camp
      • Followers section is now available
      • Able to toggle follower on and off
      • Can inspect the character for information on their combat abilities and stats
      • Future ability to talk and advance the followers skills/quests coming in time
    • In Battle
      • Joins follower in fight and offers assistance
      • Passive state is simple, but builds up meter
      • Active state increases the power of the follower, at the cost of meter every turn
      • Skills burn meter in an instant to deliver powerful effects
      • Each follower also has a passive ability that gives unique effects
  • Kana
    • Currently active as a follower test
    • Passive Skill: Re-roll monster drops if nothing found
    • Passive State: Strikes attacking enemies
    • Active State: Adds a daze effect to her normal attack
    • Skill: Rosethorn - Increased damage and armor pen, with a chance to stun the foe for a round
  • GUI
    • I'm in the process of reworking the GUI to be less cluttered with useless info
    • Due to lack of visual cues, another sidebar has been added to track important info
    • New sidebar tracks date/time, upcoming quest/ally info, monster stats, and similar info
    • Current followers are tracked under player info
    • Non-vital player information is being removed from the sidebar
  • Aura
    • Aura has been expanded on slightly, but nothing noticable at the moment 
    • Should save state across saves (if saves feel like working at the time) 
  • Internal
    •  Half-way through updating the HUD display mechanics, centralizing it all in one place and making management more clean
    • Status effects are a lot closer to the new skills in design, making them far less cluttered than before
  • Known Bugs
    • Kara's Rosethorn attack doesn't like to stun people, looking into it 


Next update I'm focusing mostly on internal fixes to get more of those fixed up and out of the way for future work. As of this moment, I'm gonna be tackling: a new method of saving and loading, the aura management system (and setting up the actual menus for that instead of the placeholders there now), making status effects not suck, and centralizing a lot of features like HUD generation and game states.

Saves should be coming by the end of the week, or the weekend at the latest as I'm integrating them as part of a class, the question just stands on if I'll actually integrate them correctly and data will stop getting lost -_-

That's all for now though, see you again in a week or so~