Nakano15
Terrarian
Yes, Wild Monsters have level cap to map, but the idea was about player monsters also have that.That's what you meant, I thought you meant the wild monsters.
Yes, Wild Monsters have level cap to map, but the idea was about player monsters also have that.That's what you meant, I thought you meant the wild monsters.
Sounds good, any plans for the other passives?Yesterday (2am right now here) I did a change on how the skill system will work, to make it more global, the way
creatures from both sides of combat will be picked when a skill is used, allowing me to make more kinds of skills
with diverse effects.
Talking about diverse effects...
A few days ago I worked on some Passive skills for monsters, the one skill that will be mostly annoying for the
foes will be the skill for the Magic Opossum, since while the Opossum is defeated, it have a chance of
inflicting a debuff on allies and foes, but to not make it so unworthy having them in the party,
the rate of an ally getting a debuff is lower than the enemy getting a debuff.
I guess that's it for today's news.
Yes. But they are kind of lame compared to opossum's passive.Sounds good, any plans for the other passives?
The seasons should be determined based of real life's seasons.Another update, latelly I were trying to work on implementing season textures to the game.
The seasons the game will have are the same as the real world seasons, spring, winter, summer and autumn.
Currently, I wonder when the seasons should begin and end...
Here a screenshot with all seasons together in a screenshot.
The top left season is Spring, Top Right is Winter, Bottom Left is Autumn and Bottom Right is Summer (no change).
The colors are a bit more vivid naturally, but since the mod currently gets the pc time to check the hours, then It's dusking in the game right now.
I thought the same too, but they would end up weird for some players due to their localization in the world...The seasons should be determined based of real life's seasons.
No problem, I'm trying my best to make this project see the light out of the tunnel, but it is going quite slowly because I'm doing the scripting alone, but not really that much trouble since I can do it at my own pace.Aww man, is this still going on? I've actually forgotten about this project, sorry.
I can still do sprites, but again maybe I should look for other spriters. ...Then again, I tried it before, and I got nothing.
Actually, the level capping does not forces the player to grind up to certain level, but instead, balances the monsters status based on certain level.I don't know, level capping sounds... iffy. I think there should be areas with a level cap, but others should have consistant enemy levels, mostly for training.
Actually, the level capping does not forces the player to grind up to certain level, but instead, balances the monsters status based on certain level.
One example is that if all monsters have level above the map max level, their status will be balanced based on that map max level, but nothing stops them from continuing the training in that map.
Kind of, beside that is the plan, since combat will have multiple monsters, that may be a good solution against power leveling of creatures.But won't that still make it harder to train?
That would be nice, beside depending on the other spriter's role, I may end up shorthanded.I could try Spriters Resource again for more spriters, or maybe some of the art sites I go to.