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Saturday, June 26, 2010

New Interface

Well, since I was bored today and I can't figure out what else to add to the game, I decided to make a new interface. Here it is:



Hope everyone likes it.

Friday, June 25, 2010

Ki Struggles and More!!

Well, Ki Struggles have been fully implemented into the game along with the AI side of the struggle. As far as my testing goes against an NPC, the Ki Struggle System appears to be flawless thus far. But, who knows what will come up once the game gets into Alpha and Beta testing. More on that later.

I have also introduced into the game a complete hunger and thirst system. They do affect you when it comes to fighting, so you need to stay on top of these. The current strength and dexterity modifiers are as follows:

40% and below - 0.3
10% and below - 0.6
0% - 0.9

With those modifiers, if you had 200 strength and dexterity and your thirst and hunger were at 40% or lower, your fighting strength and dexterity would actually be at 140. If your thirst and hunger were at 10% or lower, then your fighting strength and dexterity would be at 80. Thirst and Hunger also affect your Fatigue stat, so if you become overly fatigued your toon will begin to breathe heavily and you will not be able to move until you rest.

So, as you can see, Hunger and Thirst play a significant part in your fighting abilities. There will be many different types of food and drink such as: pies, berries, apples, oranges, rice, ramen, steak, chicken, pork, beer, sake, water, juice, electrolyte enhanced water, and more. There will also be a few different ways to obtain food such as: gathering, hunting, or buying it from a store. As of right now Sensu Beans are the cure-all meaning that they will restore all of your power, ki, thirst, hunger, and fatigue. This being the case with sensu beans, they are extremely hard to come across. The current ways to gather Sensu Beans are: Go to Korin's Tower. Korin will only have 1 or 2 every few hours. Bosses and some other Elite NPC's drop them on occasion.

NPC AI

I have completed the NPC "SMART" AI. NPC's can now attack, shoot ki blasts, heal, and even blind you and run away! Since this is now completed, I will now fix the bugs with the Ki Struggles.

Another thing that I have been told I should add to the game is Hunger and Thirst. So, once I get all of the bugs worked out with the Ki Struggles this will be next on my list of things to do.

Thursday, June 24, 2010

Attack Delay Fix And More

Today, I fixed the attack delay to make it a lot smoother, and I also fixed the ki attack damage calculator. Ki attacks now do significantly more damage and the damage is calculated by your max ki, your level, and the actual attack you used. All of the ki attacks have been balanced accordingly.

While testing this I noticed a few bugs in the actual battle system so those were fixed. They were mostly bugs while fighting with your Split Form.

As for the NPC "Smart" AI, I would say it is now about 75% done, but what I have programmed already is not totally bug free, so that number might actually be somewhere around 60%. I have not had that much time lately to program the game, but time should start freeing up for me soon.

The final update is the racial modifiers during level ups. They have been fully implemented and now each race levels completely different which in turn makes each race play completely different.

Tuesday, June 22, 2010

Game Fixes

Between late last night and today, I made a few changes to the game. Most of the changes were to the Character Creation screen. I also changed the starting values of each race. Each race is no longer the same to start out with and each race has it's own strengths and weaknesses.

Androids - strength and dexterity are higher than other races. Slow powerlevel gain.
Changelings - powerlevel and speed are higher than other races. Slow strength gain.
Humans - strength and speed are higher than other races. Slow dexterity gain.
Namekians - ki and dexterity are higher than other races. Slow powerlevel gain.
Saiyans - powerlevel and strength are higher than other races. Slow ki gain.

I'm also going to be adding racial modifiers to the game. These racial modifiers will effect the way that you gain stats during leveling.

I have almost completed the "smarter" AI. Right now, the AI will choose between continuing to fight, using Solar Flare (or equivalent blinding attack), or healing with an apple or other food once it's powerlevel is below 10% of it's max powerlevel. I'm in the middle of adding the KI attacks to the AI now which should not take long. Maybe a couple of days at most between programming and testing.

Saturday, June 19, 2010

Humans, Saiyans, and Android Base

Well a big thank you to Javier getting the base template done. I have posted some different clothing and hairstyles on the base that will be available to players in the game. I hope everyone likes them.

Note: I did the Super Saiyan 2 model with a green background so that you could see the hair better.



EDIT - Some more outfit and hairstyle combinations.


Credits:
Javier - Iconner
Joe - Hairstyles and Clothing

Friday, June 11, 2010

New NPC Fighting!

The critical hits and blocking have been fully implemented into the game. Now, my main focus is to bring the NPC fighting to life. NPC's will have a vast array of moves and they will use the the correct one for the situation.

For example, if you're fighting an NPC and they start losing the fight badly (under 100pl remaining) they might use Solar Flare on you and run while you're blinded! Or, if they see you coming from far away, they may start the fight off with a Kamehameha or a similar ki blast. In an up close and personal fight, they will of course use hand to hand combat. If you start your Kamehameha they may even start one as well to start a Ki Struggle.

This is going to be pretty difficult so I probably won't be posting again about this for a while. The game is still looking good for a mid August release. I think that the Beta will be pushed back to the end of July or early August though. Hopefully over the next week or so I'll start getting these icons in and start showing the world what's coming. I promise that this game will be a lot of fun and you will never have to play any of those retarded Zeta rips again.

EDIT
I found and fixed a bug with the dragonball's where you could pick up the same dragonball a few times before it stopped you.

Thursday, June 10, 2010

Battle System Changes

I changed the battle system around a little bit to make it more user controlled. Now, instead of you randomly blocking an attack, you can block whenever you want by holding down the spacebar. While blocking attacks, the damage against you is dropped dramatically. (ex. damage without blocking is 4009, damage while blocking is 1361... these are not actual numbers, just an example.)

I also added a critical damage system to the game. With each level your Crit% goes up a bit which means that you have a greater chance of performing a critical hit on your opponent. I am also going to add a skill tree with one of the skills that you can add points to a critical hit skill with 5 levels. The highest level adding 15% to your current critical hit percentage.

Friday, June 4, 2010

Character Creation Screen

I got around to adding the character creation screen finally! I'll upload a picture once I work out all of the bugs. On the screen there are some labels that auto-populate with your information and a few buttons for race, faction, hairstyle, and enter world. There is also an input to enter the name you wish to use. I like the way it looks and the appearance will not change from now until release, but as I said before, some of the coding will change to make it bug free!

EDIT - Bug Free!!! Here's the screenshot...

Wednesday, June 2, 2010

Small Stuff

I'm just fixing up the code and waiting for the icons to be finished so we can prepare to start beta! I fixed the code for attacks, meditation, resting, some gm verbs, split forms, player verbs, as well as some other code I found to be lacking.

More to come...