1. Guest, do you need help starting your own server? Take a look at our new guide with information and links to tutorials here.
  2. Guest, remember to add your server at our serverlist!

Whi World [BETA 0.1.6]

Discussion in 'Discussion' started by whitevo, Feb 14, 2017.

  1. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Finished the bone throw spell.

    In addition made a jail spell:
    demon skeleton jail.png
    Bone walls only take physical damage and they share health.
    As long as you stuck in it you will take death damage periodically.
    If you not out of bone wall before demon casts new one on you, you are going to take shit ton of damage.

    With these few spells I already added enough complexity for teams to fight demon skeleons.
    However I still want to add more spells to Demon Skeleton.
    I open for suggestions as I'm out of ideas already xD
     
  2. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    demon skeleton has now physical attack which he does near himself, don't worry it will go under cooldown when his about to throw the ouchy bone.
    Even though its easier to catch the bone with opaldef it still requires fast reaction time and good team positioning

    New spell for Demon Skeleton is heal stealing rune. He casts runes under every player and if you get healed while standing on it, Demon Skeleton will get healed instead :p
    heal steal.png

    In addition this boss fight you will learn how to fight boss after you have fought with it, similar to Cursed Bear.
    For example after you see the rune and look it you see it as "demon rune". Now you can ask NPC's about what is demon rune and they will tell you what it is. (even though I just told you above what does the rune do xD)
    But this rune is not going to be the only thing, I want to give players who explore a lot a fair chance to kill demon skeleton in first try (#notGonaHappen)

    Now about another level of complexity, I'm between 2 solutions.
    As you can see I have 4 pillars in boss room.
    [​IMG]

    First idea:
    players have to choose a pillar. The Demon Skeleton switches defensive powers where only 2 of the pillars do damage to him.
    When players with same pillar powers get near eachother, they take damage.

    Second idea:
    Players have to drag boss under certain pillars in order to do damage to it.

    Third idea:
    Something you suggest.
     
    Last edited: Mar 7, 2017
  3. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Well no point waiting for someone to respond or even read my posts..

    So here is what I did:
    Demon Skeleton takes 80% less damage when his not near pillar.
    When Demon Skeleton takes damage near pillar the pillar takes same amount of damage.
    If pillars don't have enough health to absorb the full damage, Demon Skeleton takes 80% less damage.
    Pillars regenerate health back every now and then.
    pillar.png

    I now go back pondering, which spell I should add Demon Skeleton next.
     
  4. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.5.9.9 - Demon Skeleton spells

    Monsters:
    Demon Skeleton:
    This is new lore boss with lot of unique spells and abilities. (pictures of some spells in previous posts)

    Map:
    Demon Skeleton boss room:
    Players can now enter and fight with Demon Skeleton
    Ghoul room: added 1 new puzzle platform room
    Skeleton Warrior room: added new puzzle labyrinth room
    Mummy room: added new tile connecting puzzle room

    On each of these areas there new information and lore pieces to read about

     
    Last edited: Mar 14, 2017
  5. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.5.9.9 - fixes

    Items:
    Arrows:
    fixed bug where you couldn't look arrows
    Projectiles: now show break-chance on item description
    Woodcutting axe: improved item description if looked with tutorial text ON (config option) ("Tools can be stacked by using them on eachother.")
    Token bag: fixed bug where they could not be looked at

    Fixed bug where some environment items did not disappear after use.

    Tutorial:
    Fixed bug where players could not enter tutorial rooms.
    Fixed bug where in some conditions torch and leather armors were dropped under you instead of auto equipped
    Fixed skill tree room

    Combat
    :

    Fixed bug where stuns were infinite.
    Fixed bug where monsters could attack players from different floor. (aka different z pos)

    Quests:
    Abducted quest:
    Fixed Archanos, no longer uses boss spells

    Spells:

    When you are about to learn a spell what is not for your class, now you get warning before.

    Other:
    Documenting and arranging all global, compat and combat functions progress: 316 out of 635

     
  6. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.0.2

    Changed my coding habit again xD
    From now on started to tab even local variables, but that doesn't slow down the progress.
    Its not like I'm going to search and change all my code. Its just if I see old code I spend like 5 seconds on it.

    Started improving and organizing scattered* feature functions into feature folder.

    Documenting such functions will come later.
    The default TFS sorts the game scripts into creaturescripts, movements, events, actions, etc.
    Before I had the central system, I did my scripts just like that.
    By now I have moved all the simple and generative functions to features, but there are still lot of systems which are not organized.
    While I'm doing these updates, lot of organizing will happen in the background, what I don't mention, but can cause bugs.
    The purpose of organizing all the systems and scripts under 1 central system are:
    1. Easier to find and fix bugs for them
    2. Easier to improve systems
    3. Easier to create new systems and organize them
    4. Makes it possible to live script effectively
    5. Consistency in coding!

    Items:
    Special bag items can be moved to special bags by moving item on the special bag icon.


    projectiles: At level 1 (in tutorial) your base miss chance is 0% (10% before)
    projectiles: Base miss chance is 7% (10% before)

    Missions:
    Vial of Water mission:
    rewards 20% experience (didn't give exp before)


    Spells:
    When you change class the long duration buffs and summons will be kept.

    Which means if you have !imp spell with mage and !buff spell with druid.
    You can buff yourself and summon imp and then leave town as Knight while still having druid buff and imp who improves your elemental damage.

    Added spell buffs to ongoing buff window:
    !buff (both versions), !innervate, !poison, !armorup, !rubydef, !onyxdef, !opaldef, !saphdef


    minigames:
    speedball:
    Players can enter at the same time just to annoy each-other


    NPC's:
    Lot of NPC sell or buy some items automatically 1 at the time.
    (without having to go trough the choose amount window)
    This option is added to items what usually you buy only once, herb bag, loot bag, torch, etc.

    Tonka tasks: Improved the task progress and information
    Eather: Now sells again accountbound special bags (other players can't move or take your stuff from them)


    Other:
    Every time you get experience, noticeable effect goes off on you.
    Fixed online time clock



    Map:
    Mummy room
    : Completing the puzzle will notify that bridge is up and lets you know the duration of bridge.
     
  7. Raggaer

    Raggaer Member

    Joined:
    Feb 20, 2017
    Messages:
    11
    Likes Received:
    12
    Are you profiling your systems? It seems you do much lifting on the background, even tho C bindings are strong, maybe you should start profiling, large projects tend to need refactor =)
     
  8. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    What do you mean by profiling?

    Essentially what I'm doing is moving scripts and refactoring them into my own made folder structure.
    for example: machine with what player can create different fluids go into machines folder.
    My data folder pretty much only needs 10 folders, and in these I sort all my game related stuff:
    areas, features, games, global_functions, items, mission, quests, monsters, spells, npc, world (only for map)

    Currently feature folder divides into several few sub folders: containers, environment, machines, professions, upgrades
    I guess at some point it will have way more of these. Currently I pretty much just dump .lua files into them.
    >This above picture has lot of things what I don't have for Whi World, but for other servers.
    But having those in this folder simply allows me to test them faster
     
    Last edited: May 7, 2017
  9. Raggaer

    Raggaer Member

    Joined:
    Feb 20, 2017
    Messages:
    11
    Likes Received:
    12
    Looks good. I was just curious if you are benchmarking your server since you seems to be adding systems so often.
     
    HalfAway likes this.
  10. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Ah no.
    Its just a weird habit of mine. Instead of scaling the game I get stuck behind details.
    Trying to reach a consistency with entire data folder (but god damn there are so much stuff to manage)
    Right now organizing all the scripts, having the script config files going trough Central System, which registers, checks, automates and generates the startUp content.

    When I get error in server or I want to add something new and it takes me longer than 10 minutes to do that (doesn't matter what is the idea)
    I usually end up writing new set of functions or system what allows me to add similar ideas or fix errors like these as fast as possible.

    Adding new ideas or things to game hasn't really been a problem for me anymore.
    And when I get error from script which is registered trough Central System, its very easy to track and test new solutions.
    But the thing is, I still have lot of big systems not connected to central system.

    The second reason I'm trying to make entire server configable only trough tables, is because when in future Whi World is open source or has bigger team, entire server could be developed trough GUI without having to know how to code.
    You just turn in and off buttons and write numbers to key values which represent some unique feature.
     
    Last edited: May 15, 2017
  11. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.0.3

    Lel xD
    With this patch so many file changes came at once I cant even see it from log, because its too long and console doesn't show the full review.
    Well anyway, lets hope things still work :D

    Upgrade items:

    Several regular gem shield effects got improved.

    added 5 new gems to game which can be crafted trough enchanting profession.
    health gem: Increases equipment item maximum health by 200
    mana gem: Increases equipment item maximum mana by 100
    loot gem: Increases equipment item loot drop chance by 20%
    resistance gem: Adds 4% to equipment item base physical and elemental resistances
    cooldown gem: Reduces spell cooldowns by item_weight/100*0.5 seconds

    Spells:
    Now spells have millisecond cooldowns and show cooldowns in milliseconds if its less than 3 seconds.
    spell book formulas now also include gem effects.

     
  12. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.0.9 - npcs with spells!

    Naicu desu! entire actions folder is now organized and ALL the onUse scripts go trough central system

    NPC's:

    NPC's now have combat AI, which means NPC's can now cast spells or attack nearby enemies.
    All NPC's in town now help you fight with monsters if you happen to drag some in town.

     
  13. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.1

    24 systems left to refactor.

    Damage system:
    PVP damage is enabled, let me know when you somehow took damage from your friend and you were not duelling.

    Player panel:
    Duel:
    added option to request duel when looking other player

    Other:

    In the ongoing buff window, food now has detailed look. Which will show how much HP and MP you get per second

    Also changed how fields work in game. If you find a field in game what doesn't do anything, let me know.

    PVP:
    Duelling:
    Brough back the duelling feature.
    You can now PvP with your friends by looking at them and requesting duel.
    Other player in return has to accept you duel.
    In theory now all players who are duelling can combat eachother, which means it is somehwhat possible to duel in teams (but not rly designed for it)
    After duel is over, you no longer get your mana or hp back, so I suggest to only fight in safe spots (aka village near NPC's)

     
  14. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.2

    Whi World Engine organizing is completed. That's pretty much it, just wanted to get this thing over with to continue with new stuff.

    Damage system:
    Lot of things got changed, lets hope it all works and some combinations won't cause players to be immune or get 1 shotted :D

    Death system:

    When you die, most items you carry in your bag can end up in your corpse.

    When you complete final quest of the game (kill demon skeleton), death penalty will get severe.
    Not only you will loose upgrades, but your item stats will also degrade! (you can "repair" them with tokens)
     
  15. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.2.4

    Empire Event:
    Added lot of free respawneable items into containers
    Added lot of chest rewards on dead ends (there are 3 different chest tiers)
    Fixed lot of holes, passages, stairs, etc

    God Items:
    All god items now have description what it does and how to use it.
    Teleporting rune now can be used on urself to make your onLook to teleport there

    Commands:
    improved !climb up command.
    You no longer have to face above platform direction to climb there.
    Now the direction is chosen automatically, all you have to do is stand below the hole when you climb up.

    Tutorial:
    Been fixing and improving several tutorial rooms again.

     
  16. Shawak

    Shawak Member

    Joined:
    Feb 7, 2017
    Messages:
    9
    Likes Received:
    6
    Please add more dots to your version number
     
  17. HalfAway

    HalfAway #1 Staff Member Administrator

    Joined:
    Feb 6, 2017
    Messages:
    220
    Likes Received:
    146
    Show us more screenshots with higher quality.
    Hard to see some details and such on the map screenshots.

    Your point is?
     
  18. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.3.1

    Battle Royale Event:
    This is a stand alone PVP event with minimum 2 players.
    Average match lasts 8 minutes.
    When match starts, you are teleported to random Royale map location with tier 0 bag and tier 0 weapon.
    In event you look for items: equipment(weapons, armor, bags), runes, food
    Your goal is to be the last player surviving.
    Purple fire, which deals damage if you on it, starts expanding from map corners as soon as event starts.

    Weapons:
    Improved weapon system.

    Commands:
    !royale - registers into Battle Royale

    Tutorial:
    Players now start as level 2

    If you look patch timeline then you will understand what is the purpose for such progression.
    Hopefully I don't need to add more dots, because right now it covers the progression quite nicely
     
  19. whitevo

    whitevo Member

    Joined:
    Feb 9, 2017
    Messages:
    48
    Likes Received:
    7
    Whi World PATCH 0.1.6.3.2

    Lot of bug fixes, going to mentioned only most relevant.

    I need to do huge damageSystem rework at some point, but idk when I get time for this.
    Problem is, currently I can't effectively check how much damage creature is about to do, to certain different creature.
    Instead I simply pass the base damage with few paramaters to onHealthChange creaturescript and that will do the rest.
    In future I want to remove all the important calculations from onHealthChance creaturescript.

    Battle Royale Event:
    Fixed the bug which caused server crash sometimes on player death
    (Didn't rly change anything, but apparently TFS does not like to get event return values directly from functions.)

    fire is now going trough sewer holes too

    more houses are now connected on rooftops. Allowing more paths to escape from fire when you are surrounded

    Items:
    loot bag:
    You no longer gain weight when you take item out of lootbag
    Containers in general: You can only turn registered bags into token bags.

    Weapons:
    Projectiles which can be equipped to ammo slot can now be auto-picked even when your bag is full.

    Monsters:
    Several monster loot has been changed (and fixed, staged loot did not work)
    Fixed monster final damage (minimum damage they will deal, if they have any set)

    Skeleton: Fixed ability which increased skeleton attack strength when they picked up specific bones
    Cyclops: stun spell has chance to not stun you when you have high defence powers (armor, res, defence, barrier)

    Crafting:
    Fixed bug where crafting items which required tool charges did not take charges.

    NPC's:
    Tonka:
    Now sells unbugged pickaxes

    Map:
    Several objects on map can no longer be moved

    Unfixed:
    uneatable food:
    I could not find a root cause how player could of obtain a food what could not be eaten.
    Drinking game vial: Once again 1 of the drinks was moved, but I can not figure out how was it done.
    Skillpoint reset: I had no issues resetting skillpoints and changing vocations.
     
  20. allysy

    allysy Member

    Joined:
    Oct 18, 2018
    Messages:
    4
    Likes Received:
    0
    Any updates?
     
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.