ID:49651
 
Keywords: generiquest
Added a new level 6 to about 12 dungeon today.
It has 2 bosses, and 5 different types of enemies. 8 quests can be found for it around the town.

Additionally I added 4 skills for both the Elementalist and Rogue classes.

Also fixed a major bug which required a wipe of all save files.
To compensate for this I will set peoples levels up and give them appropriately leveled equipment. If I didn't know your level, it will be set to 5, otherwise I will set it to anything upto what your level was before the wipe (remember, being too high a level means some quests you cannot do)

I also changed the way enemy AIs work, now they will stay around the area they spawn, and move back to it when left alone.
Respawers also work slightly different now, enemies have a 2 minute respawn time (10 for bosses), but will spawn as soon as someone enters a dungeon.

Other than that I just made a few small changed. No idea what will be added tomorrow. Got work for the next 2 days. But I am definately adding a secret little feature.

Until then, vote for the next class to be added to the game, you have until Friday to vote!
Very nice.
I vote that you give all the classes at least 1 skill. Half the classes have nothing.
Mikau wrote:
I vote that you give all the classes at least 1 skill. Half the classes have nothing.

That's what being in early alpha stages means. =)
Tiberath wrote:
That's what being in early alpha stages means. =)

Generally when you're in alpha stages, you don't give the players access to what they can't use. Since there's only 5-6 playable classes, it's generally a better idea to only include those options instead of having the testers remaking characters over and over to find out what classes are.
Mikau wrote:
I vote that you give all the classes at least 1 skill. Half the classes have nothing.

This is the reason I am making a few skills for classes without them.
Unfortunetly it is easier said that done. I have work, and what free time I get is spent on working on the game. I had the last two days off, in those two days I probably spent 30 or so hours working on the game. But couldn't get everything I wanted done.
It is a long and hard process to add new stuff to the game. The dungeon I just added, I started working on it Tuesday afternoon, and finished at around 3 Am on Thursday (with 8 hours of sleep).

In addition to that, I might only get 6-10 players in the game max, but a lot of them have ideas, suggestions and the occasional bug report. Some of the ideas/suggestions are valid (balancing issues and so on), and whenever I find a bug I will investigate and fix it.
I might have finished the new dungeon at 3Am Thursday, after which I intended on adding 4 Monk skill, but I ended up spending the next 4 hours fixing a major bug and fixing some balancing issues.

I intend on adding a few skills for each class as and when I can, in the next two days while I have work and very little free time to add anything major I will try to add Monk skills.
After that I intend on starting on a new class (hunter is the choice at the moment) on Saturday, which will hopefully be finished by Sunday night, in that time I will also try to add 4 more skills for another class (warrior, bard of wizard, since they will be the only classes without skills).

In short, my days are only 24 hours long, and I spend 8 of that sleeping (ideally I'd like to spend 10-12 hours sleeping, because I am lazy). I can only do so much in that time.
I usually aim for more than 8 hours of sleep.

In all honesty, I wouldn't worry about balancing at all right now since once all the classes are complete, you'll have to rework the entire thing over again. You're just wracking your brain with an extra task that you're going to have to repeat later.

I have a development system that I like to follow:

System
Content
Balance
Repeat

and riddle all throughout that is bug fixing, and the occasional suggestion that isn't asking something retarded.
Mikau wrote:
I usually aim for more than 8 hours of sleep.

In all honesty, I wouldn't worry about balancing at all right now since once all the classes are complete, you'll have to rework the entire thing over again. You're just wracking your brain with an extra task that you're going to have to repeat later.

I have a development system that I like to follow:

System
Content
Balance
Repeat

and riddle all throughout that is bug fixing, and the occasional suggestion that isn't asking something retarded.

I am actually building a chart for balance right now.
It will list list what Hp, attack and defence an average enemy would have every 2 levels (level 2, 4, 6, 8 and so on).
And it will also list what Hp, Mp, attack and defence both a pure tank (highest hp possible) and a pure spellcaster (lowest hp possible) would have.

This way I can work out roughly what power a spell should have based on what level it is learned.

For example, if an enemy is level 20 and has 2000 Hp, and at level 20 a spellcaster learns a move that is designed to do high damage (but with limited use), the spell would do 1000 damage.
At level 40 if the enemy has 6000 Hp it might do 2500.

You get the idea. It will make balancing a whole lot easier now and in the future.