Search...

Monday, May 31, 2010

Dragon Radar Complete

Today, I finished the Dragon Radar!! Here's a screenshot of what it looks like...



Hope it meets your expectations! Comments are welcomed, I will fix things to make it more appealing to the players.

Sunday, May 30, 2010

Screenshot about 8 hours late!

Sorry about that, I ended up watching Dexter all night with my wife. Here's the screenshot of the Level Up stuff, and I guess a preview of what the GUI is going to look like.



note: These are not the final icons the game will be using.

EDIT - here's a screen shot with the HUD enabled.

Saturday, May 29, 2010

Quests and some new stuff

Well, I finally picked a way to do quests out of the three I was looking at and went with it. I have programmed all of the tutorial quests for Z Force, Red Ribbon Army, and Namekian Warriors. I still have to come up with idea's for the Ginyu Force quests before I make quests for them. Right now it looks like the Ginyu Force quests are going to be trying to get onto Ginyu's team and destroying some villages on Namek.

Along with the quests, I have added some images and more sounds to the game, mainly for leveling up. I'll put a screen shot up of what I'm talking about in an hour or so.

Capsule Items!!!

I have no idea why I never thought of this before, but I just started adding capsule items to the game. Capsule Items are dropped after defeating enemies. Right now there are 3 levels to the items found:
Green - Fighter Level Items - Normal drop rate (1/2)
Blue - Warrior Level Items - Rare drop rate (1/500)
Purple - Elite Warrior Level Items - Extremely Rare drop rate (1/1000)

I have not decided exactly what items each level consists of yet, but that's what planning is for. Right now it looks like every level will consist of Zenni and one or two drops. Green will most likely be weak armors, or stuff that you can sell to get more Zenni. Blue will consist of stronger armors, more expensive items, Senzu Beans, etc. Purple will consist of Elite armors, very rare items (level capsules, stat capsules, etc.), and very expensive stuff that you can sell to stores for a major profit. Depending on if I add Housing to the game, some of these capsules may even drop House Deeds or Furniture, so that you can build a nice house.

Thursday, May 27, 2010

Almost done...

Well, after just under 2 months, the game is near completion! Wait... what?! Yeah, that's right the game is near completion. I just need to add a few more touches to the game such as icons, and maps, and a quest system... Luckily for me, my son was born at the beginning of the month so I was able to take some leave from work and dedicate the time to my family... and this game. Right now, the game has a tentative release date for August 15th with Beta starting in the beginning of July. Well, here's the updates for today...

I finally completed the planning of the Namekian Warriors beginner quests, so all that I need to do is the Ginyu Force quests - then I can finally start programming the quests and adding the rest of the quests to the game!

I fixed the Fatigue proc to make it smoother, and I also fixed some of the coding in the Training procs and all of the Transformation procs. These systems are now 100% complete (or very close to it)!

I added a lot more sound effects for transformations, some ki blast sounds, and explosions. It's absolutely amazing what sound effects do for a game. I mean, the icons and turfs I'm using now look crappy and the game is still fun because of the sound effects. I can't wait until the icons, turfs, and questing system are completed because I honestly believe this is going to be a kick-ass game. On to other updates... I balanced the races out a little more and the transformation stats. It's kind of hard to balance stuff with Super Saiyan 4, so I didn't. Instead, I made it so that all of the other races get a massive head start on the Saiyans to equal everything out in the end. Yes, Saiyans are weak in the beginning and need to actually train hard, get over it. Now for the game systems information...

The following systems are 100% complete (or very close pending beta results once the icons get here):
Battle - attacking, death handler, ki death handler
Ki - ki balls, beams, ki struggles
Transformations
Split Forms
NPC - movements, attacking, etc.
Dragonballs
Help Messages - little messages that pop-up during ki struggles, training, beginning of game, etc.
Training

Stuff that I still need to fix or add:
Dragonball Radar - just kind of buggy and I want to add directional arrows to it.
Icon States - just need to add them to the current procs once they're completed.
Maps - I have a basic layout of how I want the maps made, I just need the turfs so I can get started.
Quests - This is still a work in progress as I haven't decided how I want to make the quest engine yet.
Weather / Day & Night - I still haven't decided on this one yet. I think if anything this may be in a version 1.x release, maybe even version 2.
Housing - Again, I haven't decided on this one. I may start a poll for this during beta... we'll see.
Stores - I'm making stores show their items in an interface window. I like it.

I'm going to go ahead and bump that programming up to a whopping 85% completed! If I had to put a version number on what we had right now, I would only give it a 0.4 because of the lack of icons and turfs to make maps. Once I get those I can move the game up to a 0.8 which is Beta status.

Tuesday, May 25, 2010

Sounds and more...

Well, this mess of code is slowly turning into a game. I started adding the sound effects for pretty much every action in the game, so it looks like I'm going to have to spend a little money on a good server to host it. I am adding the sounds from the American versions of Dragonball Z and GT. This is merely because of personal preference, not because they are actually better.
Current sounds - all attacks (hits, misses, power hits, etc... includes all ki attacks, zanzoken, and instant transmission), take-off, landing, power-ups/transformations, Shenron, and many more... I'm also looking for good music for a sort of ambiance during gameplay.

I fixed up the rest of the code that needed to be fixed, so the programming that is complete is 100% complete. I also added the transformation code and a nice little earthquake effect for enraging for the first time and form 2+ transformations.

more to come...

Monday, May 17, 2010

Dragon Radar and some more fixes

I finally got around to adding the Dragonball Radar to the game. It's still kind of buggy, but it is definitely going to be in the final product. I also straightened out a lot of code that was poorly written and moved a lot of variables from tmp to var and vice versa. Besides the icons and fixing the dragon radar, I will be working solely on the quests for the Namek based factions (Namekian Warriors and Ginyu Force). I finally came up with a few ideas for those factions and I think they will be a lot of fun to play! I have decided that I will be using the skin that I have now for the final release of the game, but I will be starting on version 2.0 as soon as this releases and that will be full screen!

More to come...

Sunday, May 16, 2010

Training Fixes

I have fixed the key press code for the training. The player can no longer get multiple correct key presses in one turn. I also made it a little harder because now the arrows do not refresh on each turn. So, if the same arrow comes up twice you will not know unless you're counting the seconds. I made it a nice 1.5 seconds in between each arrow change. I also added a combo system to the training. Say you nail 20 arrow presses in a row, you now get +10xp and if you nail 50 or more key presses in a row, you now get +20xp.

The game is coming along nicely now, just need the icons so I can start mapping out the planets and tutorial area's. I will start programming the tutorial area's sometime next week. After that is completed, the game will be ready for beta stages, but that is being held up by the lack of icons.

More to come...

*Edit*
I also made the speed gain rather difficult because in a fight between 2 people that have even level, strength, defense, and ki, the person that has the fastest speed wins. So, because speed will be a battle decider, it is VERY hard to gain. (Level 1 requires 1000xp, Level 2 requires 2400xp, etc.)

More fixes...

I have fixed the AI attack code and it now works flawlessly. I will continue to pressure test to make sure that there are no errors with the code. This code is used for the split forms as well as Storyline NPC's (NPC's that you can attack).

Something I thought of is adding building and other turf explosions. I haven't decided just how I am going to do that yet, but right now it looks like I'm going to make it so that buildings have hit points and they show a destroyed version that matches how many hit points they have left. Will basically work like the PL/KI gauge except that it's the building's icon.

Saturday, May 15, 2010

AI and Ki Blasts

Well, all of the AI has been programmed and I fixed the ki blasts not deleting on contact with the void. I also fixed up the Split Form code and made split form's their own mob type. This allows me to do a lot more with the split forms as opposed to them just being a copy of the usr's mob. Split forms can now help you in battle (they have your level, about 2/3 of your pl, strength, defense, and speed), they can attack you back so that you can learn better ways to approach combat situations, or they can stand there and take your damage so you can kill them and get experience! Keep in mind this is a Human, Namekian, and Bio-Android ability only! (Tien, Piccolo, and Cell use it in the show) I have finished most of the skills/levels learned list for the game and posted them below:
Skill - Level Learned
All Races
Fly - 2
Ki Blast - 4
Kamehameha - 8
Power Up/Power Down - 16
Zanzoken - 22
Rage - 30 (Absorb for Androids and Fuse for Namekians)

Humans
Solar Flare - 6
Destructo Disc - 10
Split Form - 18
Tri-Beam Cannon - 24

Saiyan
Masenko - 10
Final Flash - 20
Big Bang Attack - 36
10x Kamehameha - 60

Namekian
Regeneration - 6
Eye Lasers - 10
Special Beam Cannon - 14
Split Form - 18

Android
Absorb Energy - 6
Rocket Punch - 10
Hell's Flash - 18 (metal androids)
Split Form - 18 (bio androids)
Deadly Bomb - 60

Changeling
Mouth Blast - 6
Eye Lasers - 10
Death Ball - 18
Death Beam - 24
Imprisonment Ball - 60

More to come...