Bio's Development Log

Pluh, send information every heartbeat? q.q

I’ll try it out and see how it works out. Does it have a noticeable lag difference or nah?

Thank you very much Maple!
I’ve got a way for the client to replicate mouse position to the server now, this is going to add so many options for moves :D!

1 Like

[0120-0126]

  • Added ability for moves to be charged and aimable (Thanks Maple)
  • Aiming bug fixes
  • Vitality stat now functions and increases your hp per level
  • Added combo counter and it’s client side UI
  • Center UI now works
  • Kogetsu’s Normal Combo and Heavy combo now has effects
  • Breaking super armor now has a VFX
  • Re-animated Kogetsu’s Normal combo
  • Guardbreak now breaks super armor no matter how much it has
  • Now possible to cancel Kogetsu’s SP1 projectile if they are hit before the charge up
  • Blocking, Block-break VFX
  • VFX moved to be client sided
  • CARL RETURNS
  • NPC handler added, now has a basic ai to target nearest player, attack and heavy combo if blocked
  • NPCs have a set distance from each other now when they are close to you (Needs more testing and collision box adjustments)
  • NPCs now have server-side animations
    image

Woohoo, I’ve finally caved and went on to make some VFX at last. This was mostly a week of visual updates and functionality as the back-end is in a decent-ish spot. (Thanks again to maple for showing me how to do client-to-server mouse replication) I think I just have to make NPCs drop exp and stuff and then the game will be semi-playable at least. Also I’ll be on vacation for next week so progress will probably slow a bit from the usual. Til next week :wave:


Video of combo counter and blocking vfx but I can’t get it to embed q.q

4 Likes

Removed herobrine

omg your ui work is so smooth

1 Like

Aww, thank you maple :D!

[0127-0202]

  • Added damage tables (anyone who deals above 20% dmg will get award with the kill)
  • NPCs now give exp when killed
  • Exp gain now scales based on your combo multiplier (Maxes out at 2.5X)
  • Added Level up VFX and SFX (Changes based on how many levels you gain)
  • Data now persist across deaths
  • Kogetsu’s SP1 now has an additional hitbox at the end of it’s explosion
  • Speed now affects projectile speeds (Very slightly)

I have been on vacation :D! It looks like all that’s left now is saving and we’ve basically got a bandit beater B)…(What am I doing with my life)

7 Likes

Well, right now you’re using it to develop a roblox bandit beater with heavy reliance on RNG (at least from what I’ve heard before)

[0203-0209]

  • Completed new dialogue handler (programming, structure, remotes, sfx, vfx)
  • Added custom proximity prompts
  • Added datastore for dialogue handler ( Thanks @Krvzzz for the suggestion)
  • Opal now welcomes you to the game
  • You can now input buffer blocking (Holding F while stunned) to immediately block on wakeup
  • Some moves now put you into an invincible state (Fourth move of M1, certain skills)
  • Added Kogetsu’s SP2 (Animation idea by @Boi)
  • Hitbox button now works again
  • Added cutscene handler
  • Opal now has a cutscene
  • There’s a distance check for dialogue now so you can run away from people :dark_sunglasses:
    image

(Running away from cutscenes)


I am back from vacation! (Not looking forward to working on datastores again…) When that’s complete, I’m definitely looking forward to writing a tutorial for the game. I’m thinking of giving the player two slots at the beginning, being Fists and Kicks. This would give the player experience of switching between slots mid combo and make it less jarring when they get their ARMS to use.

5 Likes

can’t wait until absurdly cracked players speedrun a boss by abusing invincibility on their 4th m1 attack instead of dodging

*I should correct that when you hit someone with your 4th m1, the target gets invincibility. This was because NPCs were a bit too op without this, being able to stun lock you infinitely

Here’s a clip from a previous update where dummies were beating the crap out of me q.q

2 Likes

“Hey, username, Don’t think you’ll be escaping me this time! walks out of cutscene

can’t wait until absurdly cracked players speedrun a boss by beating each other up with m1s and sacrificing one of them to give the rest invincibility to dodge attacks

selling my ARMS and LEGS

Limbs arent worth much tho

You should definitely make the lack of granted invincibility an enemy’s gimmick, it sounds silly fun and quite memorable.

Do you mean that enemies don’t get the invincibility when you attack then or that there’s a debuff that prevents you from gaining invincibility from an enemy?

The latter, though you shouldn’t bother if that isn’t the style that your vision has.

I don’t think there’ll be a debuff like that, there’s ways to continue your combo outside of M1s so there’s no worry about that. You can always cancel into other moves after the active duration of the move.

THIS WAS FORESHADOWING. O Apollo, my god of prophecy, why have you blessed and cursed me with this gift?
https://cdn.discordapp.com/attachments/821804441081741343/1339078861450645545/image.png?ex=67ad69df&is=67ac185f&hm=34e5c9c7a21f4f55c8badebf7e6327d5007746e7b5cada28587f6d4d963b483a&