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Dev Log, The ongoing log of dev progress.
Duelmaster409 1:33 AM on February 05, 2011 [ edited by Duelmaster409 at 6:05 PM on 02-23-2011 ] (+0/-0)

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I will be using this thread in the future for posting development updates. Stay tuned, I guess.

Hub: http://www.byond.com/games/FantasieProductions/Fantasie

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Duelmaster409 1:56 AM on February 13, 2011 (+0/-0)

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As of typing, we are working on completing the extreme number of techniques; there will be 10 per each ability/sub-ability.

In the art department, we have quite the collection of greenery sprites and backdrop objects. The artists will commence work on the clothing hopefully soon.


As for this Dev log, it will be updated if people express interest in seeing it updated.

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Duelmaster409 12:37 PM on February 14, 2011 (+0/-0)

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Yesterday I did a complete rewrite of the projectile system because of some difficulties detecting collision. I also worked on the new techniques a bit.

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Duelmaster409 12:48 AM on February 15, 2011 (+0/-0)

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The Bill AI is now considerably more organized and intelligent.

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Duelmaster409 4:40 PM on February 20, 2011 (+0/-0)

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Work on implementing the rest of the techniques continues. Because of the complex nature of how techniques operate (and the absolutely daunting quantity of techniques planned) it will take a considerable amount of time to add them all.


From time to time I take breaks from the techniques and go and work on things like the AI and other mechanics.

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Duelmaster409 5:21 PM on February 23, 2011 (+0/-0)

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A lot of work has been done on the AI, and all of the Healing Dreamer techniques have been finished.


Regarding the AI; I've implemented the "Feefish" Meo. This Meo is a very aggressive creature that charges at anything that gets too close to its Feefish group. It uses its primary weapon, a drill on its head, to inflict powerful piercing blows to enemies. Feefish may very quickly perform a charged attack, which may significantly increase the force of the impact if you are unlucky enough to be too close.


These Feefish will attack ANYTHING that is not its own kind. This means that it will engage in hostilities against other Meos and NPCs, and of course, players.



Not even the mightiest of Bill clones can stand their own against an angered swarm of Feefish.


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Grameramera 12:16 AM on February 25, 2011 (+0/-0)
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very cool; I'm a fan of AI that behave with some level of reasoning =)

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ScouSin: Damn you Gaku! Damn you and your; "Be patient, and if you don't want to, tough, because I'm going to be all mystical about it!"
KingBlax: It's telling you to go outside, with no flash-light in the woods, and find a dead body, you eat dinner if you find 1. You die in the wilderness if you don't find 1 or at least bring something interesting back.
./personal_problem.sh -q > /dev/null 2>&1 &
 
Duelmaster409 12:30 AM on February 25, 2011 (+0/-0)

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Haha, thanks! I'm really focusing on elaborate AI behavioral systems instead of the generic "attack if close, if not go to target" AI in most RPGs. This will allow for interesting fast-paced gameplay scenarios where groups of players will have to plan their advances on groups of monsters in the world instead of just blindly rushing in. The AI will also be designed to switch between targets as a group to eliminate threats more efficiently, if they are intelligent enough.

This means that the healer can't just stand back and heal everyone and expect to not be harassed by monsters who know that if they eliminate the healer, the rest of the group is toast.

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Fantasie Productions 6:57 PM on February 28, 2011 (+0/-0)
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I would say the new Party system deserves some spotlight maybe?

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Duelmaster409 1:59 AM on March 05, 2011 [ edited by Duelmaster409 at 10:14 PM on 03-05-2011 ] (+0/-0)

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After a lot of tweaking and bugfixing, the party system is mostly if not completely operational. If you kill anything that gives experience while in a party, the experience is distributed to the entire party evenly, meaning more party members = less EXP. The EXP gain per member also increases if you have a higher-level party leader. Item drops are not distributed amongst party members, however.



The early party interface. You can examine the vitals and immediate appearance of party members here, and even privately communicate with them.



Party members will, by default, be excluded from "Area of Effect" damages and hindering from party members' techniques and attacks. The reverse can be applied for AoE buffs and healing techniques.

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Duelmaster409 6:17 PM on March 12, 2011 (+0/-0)

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Sorry for the lack of updates! Schoolwork keeps me horrendously preoccupied during the weekdays and I mostly work during weekends, but I do find time on the weekdays sometimes. As of right now I am working on implementing the rest of the techniques (again), and waiting for the rest of the art assets to be completed.

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Duelmaster409 7:32 PM on March 17, 2011 (+0/-0)

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Ahaha, sorry for the lack up updates again. Things will get more active as development progresses. Right now I have possibly months work of pure techniques to implement, which is pretty overwhelming you might've guessed.

P.S. I am not joking. There are hundreds, and hundreds of "techniques" that coorespond to different classes and whatnot. The feeling in the back of my mind that this is just an absolutely ridiculous amount of work to accomplish grows as time passes. I wasn't the one to think of this great idea, however.

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Fantasie Productions 2:27 PM on March 18, 2011 (+0/-0)
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Keep up the good work!?

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Duelmaster409 8:00 PM on April 02, 2011 (+0/-0)

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Lack of updates, how typical! Development has been going very slow, but it's still been going on. I've gotten myself into an IRL situation that will resolve eventually, but will hinder me a bit. Rest assured I haven't quit programming!

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Locke 1:56 PM on April 08, 2011 (+0/-0)
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Keep at it! It sounds interesting so far.

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Signatures are SO last decade.
 
Duelmaster409 8:15 PM on May 09, 2011 (+0/-0)

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I've decided that I'm going to be posting pre-release updates on my member blog here. Watch these forums for any major progress that needs to be noted!

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