I also got this incredible art piece from @flammenherz as part of the secret santa. I’m cherishing this forever and keeping it as my wall paper
When did Kirsten become a murderous imp is my question.
WIP UI revamp for ERV3, used some suggestions from @/Gamehero14, this should take up less of the screen and better explain which bar is which.
Oooh, this looks so much better.
New years resolution:
Release Test Session 4, Code Name: RAGNOROK
Get combat system to a point where I am happy with it, tell brain to stop yelling at me to add more mechanics to the combat system before I’m done with one.
[1230 - 0105]
- Rewrote data structure for each player’s combat table, now it uses metatables
- Added cooldown and getStats metamethod for combat tables
- Rewrote Client Handler, Server Combat, Combat Manager
- Added Blocking and Attacking dummies
- Re-added dmg displays
- Added Invulnerable and Parrying dummies and functionality
- Class switching and and SWITCH UI works!
- Classes can now have base animations set
Hello new years forums! I can’t believe it’s been coming up to ~2 years now since the project first got update logs on the forums. The next version will be Ver.AM, named after Mu, this will be the 6th rework of AD since Alpha.
Sounds like you’ve got quite a lot done recently, that’s great!
Hope it continues going well.
What’s this about? I don’t understand
Looks damn good tho
It’s my development log for ARMS Dealer, a game that I started developing a while back. The game’s set in a universe where your soul takes on a shape that you can draw out in various forms. (Like a katana, wrench, or bow)
I believe it’s an RPG game
SENBONZAKURA!!! (i think)
anyways WOW that UI looks nice, curious to what fists is though
Correct!
You get to see how the selection UI looks in game rn :D!
does switching your weapon make a hitbox?
Switching your weapon performs your SWITCH move if your in combat and normally equips if you’re not. Switching weapons mid combo lets you combo off the switch and continue with the move sets of the second weapon you use.
That sounds like it would be extremely interesting for some Devil May Cry style combolord shenanigans, and extremely infuriating to balance in a pvp setting.
It’s probably going to be infuriating to balance but at least it’ll look cool. There’ll be moves to breakout of combos and combo timers so you won’t have to watch your character get juggled into infinity.
I think it might not be the worst idea to make the game not focused on pvp. Maybe have it as some fun little secret feature in an arena with an npc in a little nook hidden somewhere so that you can fight your friend if you really want as the sole place you can pvp in? Games are more fun when everything doesn’t have to be completely balanced in regards to everything else, so it isn’t the worst idea to possibly not include pvp.
I will try but PVP is one of the ways I plan on keeping players engaged and keep the game rolling. I do plan on having hilariously broken combinations since some ARMS are getting passives which may or may not mesh well with others. The idea behind allowing you to switch between ARMS mid fight was to give more viable use to each ARMS, since you could have a different class for each different situation. Yes even the low tiered ones.
Each weapon has it’s own set of 3 skills, stat talents and passive *(Not all classes have a passive). It’s up to the player to mix and match under those limitations to make the best combo they can. Not to mention that you can still min - max your stat spread depending on how you level up your ARMS
Semi auto senbonzakura with a maxed power kogetsu and a high defense/vit shield (I don’t think we will have these scaling issues with the changes tho seeing how the 43k damage kogetsu doesn’t exist anymore)