Bio's Development Log

holy progress!!

i just send a remote every runservice heartbeat that contains a cframe from a raycast result (camera to mouse)

i dont think sending the actual :getmouse() would work since the mouse instance is client only and would be nil on the server

also tip: DONT USE REMOTE FUNCTIONS TO INVOKE CLIENT!! at least i think so, since exploiters can hook up their own function to it, and since invokeclient is a yielding function they can make it go in an infinite loop

Pluh, send information every heartbeat? q.q

Iā€™ll try it out and see how it works out. Does it have a noticeable lag difference or nah?

Thank you very much Maple!
Iā€™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 itā€™s client side UI
  • Center UI now works
  • Kogetsuā€™s Normal Combo and Heavy combo now has effects
  • Breaking super armor now has a VFX
  • Re-animated Kogetsuā€™s Normal combo
  • Guardbreak now breaks super armor no matter how much it has
  • Now possible to cancel Kogetsuā€™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, Iā€™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 Iā€™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 canā€™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
  • Kogetsuā€™s SP1 now has an additional hitbox at the end of itā€™s explosion
  • Speed now affects projectile speeds (Very slightly)


I have been on vacation :D! It looks like all thatā€™s left now is saving and weā€™ve basically got a bandit beater B)ā€¦(What am I doing with my life)

7 Likes

Well, right now youā€™re using it to develop a roblox bandit beater with heavy reliance on RNG (at least from what Iā€™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 Kogetsuā€™s SP2 (Animation idea by @Boi)
  • Hitbox button now works again
  • Added cutscene handler
  • Opal now has a cutscene
  • Thereā€™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 againā€¦) When thatā€™s complete, Iā€™m definitely looking forward to writing a tutorial for the game. Iā€™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

canā€™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

Hereā€™s a clip from a previous update where dummies were beating the crap out of me q.q

2 Likes

ā€œHey, username, Donā€™t think youā€™ll be escaping me this time! walks out of cutsceneā€

canā€™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 enemyā€™s gimmick, it sounds silly fun and quite memorable.

Do you mean that enemies donā€™t get the invincibility when you attack then or that thereā€™s a debuff that prevents you from gaining invincibility from an enemy?

The latter, though you shouldnā€™t bother if that isnā€™t the style that your vision has.

I donā€™t think thereā€™ll be a debuff like that, thereā€™s ways to continue your combo outside of M1s so thereā€™s no worry about that. You can always cancel into other moves after the active duration of the move.