half the shit isn’t even added ![]()
it might not be in the future
status effects coming
i was gonna add one
half the shit isn’t even added ![]()
it might not be in the future
status effects coming
i was gonna add one
Doesn’t matter; a game could be missing a majority of its content, as long as it gets the idea across.
My own game, the AA spin-off, gets the idea across that it is… a spin-off from the art direction[1] and the FEW[2] actual features.
In the future, that’s fine.
But do not focus on it if you know it’s still far from it, that’ll just overwhelm you as I mentioned.
How are you going to handle the status effects? (Their visual effects, actually functional effects like hurting/slowing the player, etc.) Can they be combined with others? e.g. Freezing + Soaked = Frozen
Since this is a public game, it’d be best to add a very simplistic one that requires a total of approximately ten minutes to create, just so when people eventually test the game, they know what to test.
true, although i might have to complete some features first so i can document it in tutorial
You don’t have to complete them, you can just say… ‘not implemented’ like how AO does it with its unreleased weapon skills.
currently fucked by a few assignments so maybe i can’t do it yet
Then yeah, best idea to just focus on your assignments until you have freetime.
the other core important connecting features are still not added yet
also btw the weapon and spell skills are under heavy rework development. if i update the place right now (publish to roblox), half the shit’s gonna be broken
If I may ask, how are you handling the weapon and spell skills in code?
uhh a bit hard to explain but i’ll try…
remote event wise:
you fire a remoteevent that contains the keybind in it as an argument passed from client to server. the server gets the remoteevent and detects if you’re holding a weapon out. depending on whether or not you’re holding it out, the server will do different things. it also takes the keybind into account.
internal ability functioning wise:
unfinished, but for some spells right now (test world type shit) it works via spatial queries (checking if something is in here or not). if shit is in there, do damage.
Good, it’s preferable if each ability is its own ModuleScript to avoid a huge script.
Also good, I used a spatial query for mine too, where I compared against the last frame and the current frame’s position, then made a box around the difference and checked for collisions, basically making sure it NEVER phases through objects.
oh fuck only the weapon skills are module script
Ooh…
Yeah, as much as I don’t like jumping around to do different tasks all the time, this is probably a needed one.
If you put it aside, it’ll just be forgotten and such a major pain to work with it’ll have a solid chance of making you abandon the project out of annoyance.
the great skill recode (transferring EVERY ability from insanely unoptimized shit → shapecast)in a way, set me back a large amount of dev progress (having to redo a lot of work)
it’s def worth it because holy shit the old version was so bad, as in it creates unanchored parts with bodyvelocity replicated to everyone + network ownership is server
It’s even worse, as said, bodyvelocity is no longer officially supported and hasn’t been for quite a while.
the sheer amount of lag was the real big fucker ![]()
that shit would’ve been astronomically worse than AO-level laggy
edit: idk how AO does its projectiles, but hopefully not like pre-great spell recode
my gpa is crying
my finals week is approaching and i’m so fucked
lock in bro