Bio's Development Log

LETS GO PRACTICE MEDICINE on Make a GIF

1 Like

[0526 - 0601]

  • Hp bar now turns blue on the center UI if you are overhealed
  • Global HP bar now changes based on your overheal
  • Judge Normal Combo fully animated and completed
  • Created a message handler for sending messages to the player
  • Modelled and added Iishrach
  • Added [Redacted], and [Redacted]'s model for jokes
  • Bug fixes related to the loading screen

The longer this development goes on, the more stuff I want to add q.q The scope creep is holding a knife to my neck and telling me to add more mechanics… At this point all that’s left to do is complete the classes and Test Session Four is ready for release (Minus figuring out how to fit the map into this <-<)

8 Likes

[0602 - 0608]

  • Spawnpoints now function, creating your character in a spawnbox before sending you to a random spawn
  • Players are now unloaded until they are fully passed the loading screen
  • It’s now possible to lock / unlock slots (defaults to unlock rn since I haven’t written the datastore for unlocking yet)
  • Dialogue handler now supports cutscenes
  • Starting a dialogue now drops your walkspeed to 0 (Might change this if it’s annoying)
  • Judge HC swapped with SP2
  • Judge SP2, SP3 fully complete (VFX, SFX, Animations)
  • Added Fang’s class base
  • Started Taepong SP1
  • Reworked damage formula (Might need further balancing but things shouldn’t die in one hit now)
  • Tutorial part 1 completed

Everything’s all coming together >:D Judge is complete but might need balance changes when testing finally happens. Thanks alot to @Boi for helping out with VFX again this week. It really inspires me to have someone else to work together with on this passion project. I’ll be writing the tutorial / prequel for the game so that’ll probs take up most of my time next week.

4 Likes

bio alt obviously just swap the o and i cant believe nobody has noticed this

Lol, @Boi 's an actual person :V
They just have a very similar name to mine on the forums :P~

1 Like

huh.

[0609 - 0615]


  • NPC Handler bug fixes and new methods
  • Added Slot Unlock VFX
  • VFX changes and additions to Tutorial place
  • Slots 1-3 are locked when starting the tutorial
  • Playername can now be used in the Dialogue Handler
  • Added Scorpion and Taepong renders to the loading screen
  • Added Taepong’s icon to the game
  • Quests can now spawn with a quest marker to guide players towards a quest location
  • Tutorial Part 2 & 3 are now complete
  • Created combat timer visual (Might scrap, kinda redundant)
  • Taepong SP1, HC.1 Complete (VFX by @boi)
  • Fists SP2 now has VFX
  • Judge SP1-3 now has proper cooldowns
  • Current ARMS spawn animation has been overhauled
  • Completed Projectile System

Yayaya, the game’s really coming together! ;v; I’ve also set a fixed deadline for myself, which means TS.4 will release on July 18th! That’s in about a month’s time, where I’ll have to finish the tutorial, complete the map, and change the data store to use profile service… That’ll be enough time :D(Probably).

5 Likes

yeah i’ve seen their vfx on a different post, very impressive

[0616 - 0622]


  • Added Iishrach’s class base
  • Equip and recolor now accounts for pointlights
  • Senbon Animation and Weld Changes
  • Global HP Bar moved to the left side
  • Added Notification System for exp and other stuff
  • Damage now scales off the base damage of the move
  • Game now uses ProfileStore for data saving, there should be less data loss now
  • Slots now saved the locked variable
  • Slot progress has been added to the stats menu
  • Reroll system re-added, rates have been adjusted to the new max level. (Around 5% to get 2.99)
  • Center UI now has your soul slots, showing equipped and cooldowns
  • Selection radial menu has been improved
  • EXP Overflow now saves (EXP over maxed level)
  • Added Luminary titles for Senbon and Taepong
  • Added Easter egg from Eternal Echos ( Go play Eternal Echos !!!)
  • Added Mod Menu (Change ARMS, CT Vars, Player List)
  • Added Player List UI (Backend wip)
  • Added Taepong’s SP2, SP1 has been nerfed to do less dmg
  • Created TS.4 Thumbnail and Icon


Good afternoon chat, forums. It’s finally time to tease the release of TS.4. I think the game is in a decent enough spot to prepare for release and to make sure I stop giving into scope creep by adding mechanics that aren’t too essential to gameplay. (Oopsies :3).

TS.4 Will release July 25th, 4 PM EST


About the Luminary Title

You may have noticed the Luminary title that was mentioned in the logs above. This is a title awarded to the first in the leaderboard at the end of the previous test sessions (more from TS.3).

It’s a unique title that can never be obtained again, giving custom effects based on the ARMS that was added. This will continue for TS.4, depending on the ARMS that gets added. Good luck to all the Dealers out there.

7 Likes

First it was deltarune tomorrow

Now it’s ARMS Dealer tomorrow

[0623 - 0629]

  • Further map progress
  • Completed Leaderboard UI (UI, Handler, and Datastore)
  • Completed Player list UI (Replaces the standard playerlist and displays your highest level reached, Title, Slot name, and Player name )
  • Titles now function and can be awarded to players (UI updates, Database works now)
  • Added Clover to help explain how the leaderboard and Luminary titles work

It’s all mostly backend and UI work this week so I’ll keep this devlog short I’m afraid .3. Also I’ve mistaken the dates and realized that July 27th is actually the Sunday of the week… so the date will move forward to the 25th in order to actually release on the Friday. (I’m going to correct this on previous post so it says 25th now).

With that out of the way, should I post more sneaks over the weeks as the release is coming up?

3 Likes

[0630 - 0706]

  • Changed rates to match up with new Test Session max (2.99)
  • Added Stein’s Lab
  • Moved over Akos, Tora, Galuador, Lexi, Raymond into the new map
  • Added Training grounds
  • Further map progress (Terrain and Details)
  • Animated Senbon HC


It’s all mostly map progress for this week ;v; This week was mostly spent going out with friends to celebrate us blowing up the sky, but I was able to squeeze some time in for development! I’ve posted some photos of the fireworks over in the photography thread if anyone wants to see them. All that’s left now is to finish up the map and the last of the class moves and we’re finished >:D. Only 4 more dev logs to go!

6 Likes

:eagle: :collision: :sparkler::fireworks:

(What do you mean the body is unclear this is very clear)

1 Like

im so sorry i cant like your posts instantly like i used to

1 Like

Sorry guys, update log will be pushed to Monday as my Internet decided to die. I’m currently freeloading at a McDonald’s to write this message on my phone :{

[0707 - 0714]

  • Test Session Map is now complete and added to Version AM’s testing place (Still needs to be finalized for scale and gameplay)
  • Titles and First names now apply to the chat and player list
  • Equipped title, and First name now save
  • Registry has been added (Keeps track of which ARMS you’ve unlocked before and highest level reached)
  • There’s now a heart icon for friends on the player list
  • Taepong SP3 VFX, Animations Completed, SP2 now has an additional mesh for visibility
  • Senbon NC1-4, Blocking fully completed (HC1, SP1 Animated)
  • Dashing now has additional VFX


Wooooo, the map is done! It’s quite big but I hope I can add enough content to make it not feel empty! Time really flies when you’ve been working on on stuff for a while. Sorry about the whole internet thing, it just decided to die for the entire weekend. But that was a curse and blessing in it’s own right, forcing me to work on many dreaded parts of the map. Anyways, with only one more development log to go, the release is coming soon! See you guys again next week :D!

5 Likes

[0715-0720]

  • Map detail tweaks and NPC populating
  • Tutorial Map Completed (Not sure if I mentioned this in a previous patch note or not)
  • Senbon Heavy and SP1 completed! (SP2 animated)
  • Area detail added to ambient areas that describes the zone when you enter an area

Sorry for the lack of updates, I’m currently moving states due to some financial issues that I won’t share here. But all is well :D! I even got to visit our countries’ capital in Washington DC while I was on the moving trip. As always, I love to post my photos in the photography thread for you guys to see :heart:

Also development log stuff with ARMS Dealer will be moved over to the discord since I’ve been doing less of the arcane projects while waiting for full release.

See you guys soon for ARMS Dealer’s release on the 25th!

8 Likes

am i correct in hearing it’s at 4pm est? also, can i have a discord link if it’s open to public?

1 Like

Oh you found it. I think the discord is up here somewhere

It’s here