XaiJu
TwizSin Games
TwizSin Games

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Daily Update 6/28

So I have made quite a few changes on how the game works over the last few days. But most of it is adding new core features, So the next update that comes out for this game will probably be called Alpha 3, Since I want to stick to the plan of when an Update is mostly adding core features to the game it gets the Alpha Tag, when the update mostly new storyline content it will just be Version # Whatever. And When the update is mostly about Visual improvements that is the Beta tree. It may seem confusing at first but at the same time, once you understand the 3 phrases I could just post 3 words and you will automatically know what the major point of an update is right? That means while it may be confusing to some people, the people that actually read these messages will be like Ha I know what this is without even playing it. And all that kinda stuff. But this update that I have been working on, And am NOWHERE NEAR done with yet... Because fuck multi-layered OOPs... * It is very much a core mechanics update. Like I already have the new system in place to be able to manipulate your stats via stat management, crit rate and crit damage are fully implemented, as is Dexterity. Intelligence is only halfway implemented. As in it is coded as a stat that all characters have, and skill damage is based off of intelligence now, but I need to implement a physical/intelligence split between the skills so that certain skills will be effected by skill power and atk, while others are effected by skill power and intelligence.
I have the stat management system fully working as I showed a couple of days ago.

But if you read my last post you would know all of that stuff already so what have I done since then? Struggle ALOT. I spent 22 hours straight yesterday trying to get a drag and drop system coded from scratch, it didnt work. Then I spend 10 more hours downloading an inventory system that already had drag and drop and tried to combine it with mine, that didnt work. Then I was like FUCK IT and gave up on drag and drop for now. I added a new screen in the inventory screen with slots for the equipment. But thats currently where I am struggling. I have the screens working until I tried to add a feature that makes the engine know which character you are looking at, and apply the armor/weapons to that character, and thats where shit it the fan, I am stuck on the engine trying to say characters don't exist, and/or slot locations don't exist. Been working on that for over 12 hours today alone.

I also made a randomized stat roll system based on rarity, and the beginnings of a gacha system.
Essentially the plan is you open the menu, roll for some armor/weapons, (ONLY USING YOUR EXTRA IN GAME MONEY THIS IS NOT A PAID WITH REAL MONEY SYSTEM!!!)
Basically the system is like this there are 5 tiers of items, certain legendary items will have predefined stats by me. Probably only the legendary weapons tbh. But the armor and accessories and all that will have between 1 and 5 stats added to them, there are already low and high rolls for RNG, so say you summon a rare item, I already have the system in place that it will take the stats HP, MP, Atk, Dfn, Intl, Dex, Critc, and CritD it will pick 3 of those randomly. Then it will roll what the bonus will be after that, the higher the rarity of the item the higher the bonus stats can roll. All of that stuff is already done and working. I do need to create the image files so you can see your items, and I need to code the items themselves as of right now I have only coded 1 item just to test things. I plan on coding a few of each armors, helmets, accessories, shields, swords, daggers, and staffs/staves? and wands. The legendary stuff will be pulled directly from actual items from the LN. The other stuff will probably just be AI images, but since it is only going to be 192x192 pixels you probably wont care to much anyways.
I also want to make 2 summoning animations 1 for if you get a legendary and 1 for if you dont.
I need to make a proper screen that shows your items you summoned, as of now it only shows up in text form which is lame.

I also already added the beginnings of the skills rework, where all characters will only start with 1 skill from now on, and will unlock more skills every 10-20 levels until they reach a max of 7-8 skills.

So what else do I have to do before I am happy with this update?


I need to create proper skills for Ariel, Sara, Linia, and Pursena.

As soon as I get the equipping items via a screen thing all sorted then I am going to move on to reworking how the tooltips work during those screens. (tooltips for reference are what its called when you hover over something and it tells you what it is.)
When I think about it in my head I see myself hovering over a legendary item, a frame popping up telling me not just the items name, but also showing its rarity and the stats it has on it. That way it will be easy to figure out if those random rolled stuff you got while grinding for that legendary are good or not.

So as you can see this update will be adding a fuck load of content in terms of the battle system and features and stuff. But nothing in terms of new positions/new girls/new story. I mean will I add some of that stuff into it? maybe it all comes down to time. But in my opinion this will be huge for me when it comes to learning how OOP coding works mainly because I have like 15 different classes that all have to interact with each other and borrow variables and co mingle and all that.

But yea I thnk that about covers it though I feel like I am forgetting a few things I want to add.

Well until next time - laters.
Also going to be sending you all some images of the screens and all that mainly when I get this shit working again, like I said I fucked shit up earlier by trying to implement the equipment menu directly into the inventory menu. So currently this is where my game is.
 But yea like I said I have been busting ass all day on this stuff, I am tired AF so I am going to lay down.


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