You’re never going to let me forget this gif are you q.q
I like me having the funny nukes existance. It’s patched but I gotta find a way to get world cutting slash
[0324-0330]
- Reworking how Cooldowns are passed to the client and displayed
- Silly lil fishing game mechanics
I"M FREEEEE (not really there’s another class) from studying the laws >:DDD. It’s so good to be back and make something again. q.q I really really don’t want to go through that again. But hey, at least the ideas book is filled with stuff I wanna implement >:3. I’ll be making a game with one of my best friends so that’ll be a fun part of next week. Hopefully we’ll be able to make it by the deadline . Anyways, how has everyone been this week?
You’re so short
It’s a mini me :D!
tiny bio >,>
[0331-0406]
- Da fishing game (Release soon-ish)
Pretty productive week :D! I was able to finish up some remaining college assignments, get my wisdom teeth removed and work on the silly lil fishing game. My mouth is still hurting but there’s like 3 different pills I’m on so we’re chilling :3
Arms Dealer content will resume on next week’s dev log.
Ow. Hopefully you won’t need the meds for long. Rest well
[0407-0413]
- Created a loading screen
- Loading screen now functions and uses PreloadAsync to preload assets
- Loading screen now has SFX
- Players now have spawn protection when spawning in (5 seconds)
- Forcefield now has a VFX
- Migrated Ambient Areas code using ZonePlus module
- ApplyStats now updates walkspeed (might bug, idk)
- Added a spawnbox (WIP)
I am so happy to be able to work on my game again. Oh my shayla . Mostly QOL features for now as I continue to update the game. There’s two critical bugs I have to fix and then the game is basically playable, even if it is missing content. One of the bugs is an issue with the AimService module I programmed ending early (probably forgot to clean up connections somewhere), and the other is the dialogue module also ending early… (This might be a trend). Anyways, I guess I’ll have to look more into how to properly clean up connections or so P:
I forgor
Judge my beloved
We’re doing overfishing with this one!
[0414-0420]
- Reverted ApplyStats changing walkspeed (was causing too many bugs)
- Ambient areas UI now toggles visibility in it’s animations
- Revamped center UI
- Fixed aim service bug (Finally)
- Global HP bar now has different versions depending on tier
- Moves now populate on the new Center UI
- Kogetsu’s SP3 now has it’s movement mechanic
- Locked moves on the center UI now have a visual
We’ve finally fixed that blasted bug with the aiming service, so holding and aiming moves finally work now q.q. That took wayyyy longer than I thought it would but now that means there’s only one more serious bug I need to fix ;v;, being the issue with the dialogue handler. I’ve still been unable to replicate it consistently but I’m sure I’ll be able to catch it in the act eventually.
Besides the development news though, there’s this amazing light novel called Shadow Slave that you’ve got to read. It’s got a really unique power system and story line that just leaves you wordless when you get past the climax. Currently there’s 9 volumes encompassing around 2200 chapters so it’s quite a well developed read. I’d highly recommend to check it out if you like post apocalyptic fantasy settings.
[0421 - 0427]
- Locked visuals now have animations
- Locked visuals now properly (*needs testing) display on the movebar
- Moves 100+ levels above your current level are hidden (might change based on player feedback)
- Cooldowns have been changed so the long cooldowns bug shouldn’t happen anymore (hopefully)
- Status label now hides itself when no status effects are visible
- Level up effect changes color depending on your focus
- Added talents tab to the stats display
- FINALLY fixed the dialogue handler bug ending too early
- Climbed a mountain (irl)
Praise be . The 2 main bugs I was having issues with are finally fixed. This was a good week. Sadly the bug hunting never ends because it seems that there’s another bug with the datastore not properly saving player data for separate players T~T. Anyways I think I’ll just be making moves the entirety of next week so that’ll be fun at least.
Your UI shapes & font choices remind me a lot of the game neonKnights
I hope to get that good one day, but for now that’s just a dream :P!
[0428-0504]
- Added soulless moveset (Will explain in comments)
- Finalized slot confirmation UI (allows you to overwrite and change ARMS on slots)
- Added temporary testing pads to give out classes (Fists, Soulless, Scorpion, Kogetsu)
- Rates for current ARMs have been changed to cap at 2.59 for this session
- Fixed display bugs with Radial Menu
Removed distance check from dialogue module since it was giving issues when used- NPCs can now be assigned stats again
- NPCs can now use special moves
Soul less,
Humans who had their soul shattered or destroyed. If the soul is shattered, when the damage reaches a critical point, they are transformed into creatures halfway between being alive and dead. This is often characterized by a hollow star on their bodies. Often times soulless can be found around areas of disasters and war. While soulless are often docile, when a human with a pristine soul comes within detection radius of the soulless, it can not resist it’s primal urge to destroy it in order to recover what was lost.
Another wonderful week of development :D! It’s another new month, so may the fourth be with you. But the deadline is steadily approaching that I’ve initially set for July. I’m not too worried, though I hope I could include enough classes into this test session to make it worth while to play. The initial plan was to include 7 classes being Fists, Kogetsu, Scorpion, Fang, Judge, Senbonzakura and Taepong, but we’ll see how the schedule plays out .3.
shit i need 10 acumen models for magic power sim per basetype (it can switch between 10 of 12 existing base types in my game)
- sword
- greatsword
- spear
- halberd
- dagger
- axe
- greataxe (alr have)
- hammer
- mace
- rapier
Dawg how many different forms did dubious make for the acumen?