Jump to content

Dinocanid

Artist
  • Posts

    254
  • Joined

  • Last visited

  • Days Won

    27

Everything posted by Dinocanid

  1. It's always a good idea to have a wide range of prices, rather than having everything expensive (or everything cheap). For example you might have 3 versions of pet food: a cheap one that fills about 10%, a moderate one that fills about halfway, and an expensive one that fills it completely. It also helps to have money sinks throughout the game (from your example it seemed like there weren't many money sinks, and they were added late). If there are minigames, maybe give players about 5 tries before needing to pay more to play again that day. There can also be raffles and such which users are inclined to pour lots of currency into. Rarer pets might be high maintenance and are more expensive to care for, etc. For pet shows there should probably be a tier system so newer players have a chance at winning something. With a tier system users are only going against others whose pets have similar stats (instead of a lv 1 going against a lv 50). With show prizes, the prizes can't be extremely high either, like 10000 currency to the winner. Since that leads to cases like you mentioned where they always have enough currency to buy the highest-end pets and therefore always win. In a game with pet shows, allowing players to buy high-stat pets from in-game shops rather than just other users doesn't work very well in my opinion. It allows users to skip training altogether and basically buy 1st place in shows. Pets from in-game shops should have low base stats, and if users want a high stat pet then they can get one through training and selective breeding. They could also just buy one from another user, but then supply would be limited, instead of unlimited, since normally a user won't want to sell all of their pets.
  2. Throughout its development, Wild Souls has gone through a lot of explore system ideas that were scrapped. The biggest one being the Twine 2 explore system. However, with some help, the final version of the explore system is now functional! If you're in the official discord, you've probably seen this image a lot now: If you choose to attack him, the outcome is based on your strength. If you're strong enough you go to the battle screen, and if you're not you get..well...wrecked. You lose 30 HP, which is a pretty big chunk. When injuries are added, you could also get injured from this. If you manage to fight and kill a smilodon, that is 1 less in the territory. The higher the amount of smilodons, the more at-risk the pack is at smilodon attacks (and the more at-risk pups are if they wander off, and that's not good). It is possible to completely rid a territory of smilodons, so there is incentive for getting rid of them, but they slowly begin to show up again after a while. This is a passive encounter. Sometimes you get items, other times you don't get anything. This is a prey encounter, and you have the chance to catch it for some food. If caught, it goes to your stash. If you have no room in your stash, it goes to the pack stockpile. Currently the only explore biome I'm working on is the taiga. Each biome will have 3 explore areas to start out with (and room for me to add more in the future). I still need to make art and add encounters for the plains, forest, and moorlands. I hope you all enjoyed this update! Don't forget to check in on the Trello Board every now and then for progress. Also check out our Discord! I post frequent dev updates there, so you'll know things before an official news post is dropped!
  3. There's actually another battle system made for mysidia using AJAX (and it allows players to battle other pets). It's not real-time, but it is an improvement. I'll have to ask permission to include it.
  4. I merged it, also I sent you an invite as a collaborator. For the updates concerning composer and auto-loading, could you pull from the composer branch from now on? I'd like for any possible bugs caused by the change to be smoothed out and stuff first before anything is merged into the master branch (especially since the updates are so big).
  5. Actually I was working on restyling the installation screens and, well, it looks exactly like the mockup (colors and all) xD It's unfinished though, and I plan to add images/examples to help guide the process, especially the DB setup screen. The gif, png, and jpg folders were actually intentionally removed, but I forgot that the installation checked for it. I'll have to update that. I found the fix for the error too, it was just a typo (string had to be changed to mystring). Found two instances of that in class_controller, so I fixed it.
  6. Oh that's what composer is for! I can include it, but I don't really think it'll be used in the first release. The only libraries being used at the moment are JQuery, Bootstrap 4 (which has it's own dependencies like popper.js), and Materialize (and FontAwesome, if that counts), and those are only included in the themes that use them via the header.tpl file. (although JQuery and FA is included in all of them) Also I moved everything into a subfolder, but it's taking a long time to process so it's going to take a minute.
  7. Could you explain more what that means? ^^; Is it basically just move all of the files into a subfolder called public and work from there? I don't have the paid version of github, so I can't make any parts private if that's what you mean. Never actually used composer, and looking at the documentation I have no idea what exactly I'd be using it for. Would it just hold all the backend stuff like the resource folder? Good idea, I'll make it an organization and add this as its repo.
  8. Helping test features would help a lot! At the moment I test it with XAMPP, but several people are more likely to find bugs than one person. So if you ever find the time, it'd be helpful to clone/download it and test it out to help find any potential bugs. Then they could be reported in the issues section. I did write some of those mods actually! The achievement system, pet sorting (one at least, there's another one written by someone else), user shops, quests (one of them), lottery (kind of, I called it the raffle mod but it worked like a lottery), and the bank. For the others I'd have to ask permission to add to this custom version, or just remake them. They all seem like good additions to have right away.
  9. (before I begin, does this go here? idk...) Mysidia DeluxeMysidia Deluxe is an open-source custom version of the Mysidia Adoptables script, based off of v1.3.4 and maintained by the community. It is available on GitHub.The "Why"Mysidia is a fantastic framework, but it's pretty old and outdated. Mysidia v.4.0 has been hinted at for years but at the moment it's a general consensus that it's never coming at this point, and the script desperately needs an update. The goal here is to modernize it and add more built-in features so more people will be inclined to use it, as well as keep it maintained.In-Progress Features Bugfixes (like the "rn" issue, and reading other user's PMs) Reskinned ACP for a more modern look 4 brand new themes More HTML (no formbuilders or tablebuilders, html will be used instead) More comments in the code, so it's easier to understand what's going on. PHP 7 support (PHP 7.2 not supported yet, it just came out last year so it's pretty low priority) Compressed code. At the moment some of the pages are unnecessarily split into several files, so that's getting cleaned up. Planned Features DisclaimerThis custom version is not yet ready to build a site on. Once it is ready, a downloadable version will be available in the releases section. It is never recommended to use code in the master or subsequent branches, as there can be unsuspected bugs and issues. Releases are the most stable.
  10. Can Wild Souls be added to the list? Here's the homepage and discord link. Wild Souls is a fantasy wolf sim, where you're put in the paws of your very own wolf! Survive in the harsh and beautiful lands of Frekiheimr as you forge relationships, hunt, explore, and uphold the responsibilities of your rank in the pack. (I just copy-pasted the description from the homepage, forgive me lol.)
  11. Maybe @Digital knows what's going on?
  12. -"Starfall" Shop- It's been a while, but it's time to introduce the site's one and only shop! After your character dies, you can access the shop to unlock special cosmetics and items. These items don't take up space in your stash, so it's up to you if you want to spend your SP on a few useful items or fresh new kicks cosmetics. It's kind of bare right now, since I haven't finished adding all the items yet. -Registration Windows (for beta stage)- Next, to help with member control during the beta stage (when we eventually get there), I decided to have "registration windows" like Flight Rising and Dappervolk. This is because I'd like to adjust the code at certain member count milestones to make sure game mechanics don't break under the active player count since it is very reliant on those. Ex: prey becoming way too scarce, or packs having waaay more members than expected, worse case scenario the world becomes a barren wasteland and burns through resources faster than it can generate them. -Choosing a Pack- Instead of being random like I originally intended, I've decided to let players choose what pack the want to join when creating a new character: This decision was mainly to give players more control over the challenges they want to face since, as you can see, they vary from territory to territory. I wanted them to truly feel different, instead of just the same location with a different skin. Each has pros and cons, so one isn't inherently better than the other. Creating your own pack isn't there, because it won't be an option until later in development (around late alpha, early beta). ...Aaannnd that's it for today's update!
  13. I'm wondering this too. Is it temporary? I had a lot of links leading to there when sharing my game updates on other sites. Apparently it's been gone since Sunday/Monday according to this topic. EDIT: The "post news" option is also missing. Now it just says "topic". In fact...our little mascot is missing too. Did we just revert back to an old theme?
  14. Thanks! And I just noticed that bug too; it seems like it slipped through the cracks since a lot of the other options were giving me the same thing while making it (which involved me having to hard refresh sooo many times). I'll get around to fixing it.
  15. First things first, the wolf creator demo is here! Some of the markings don't cover the body like they should, which is my bad. It'll get fixed eventually, but unfortunately I saved every image before I realized the issue so I have to spend time fixing it manually and that'll take a while. Eventually I'll the markings will have all the same colors of the bases (excluding special ones like ember and spiritus), rather than just white, black, red, and blue. Now for the smaller news. Wolves will now like different items to add some more personality to them. So it isn't too much of a guessing game when it comes to gift giving, wolves with the same personality will generally like the same things. There are also rare items that everyone likes, so those are always good to find if you want to really impress them. Next, I started the artwork for the items and added your status bars to the top of the site: It hasn't been implemented yet, but space in your stash is limited and each type of item takes up a certain amount of space. When hunting small prey you have the choice of either adding it to the pack stockpile (where it can feed everyone) or tucking it away in your stash (a.k.a your inventory) if you have space. Larger prey, like deer and whatnot, take up tons of space so you naturally won't be able to stash away a lot of them. Maybe one if you have other items, or two if your stash is empty. Your stash can only be expanded once, so sadly you will not be able to hoard every item you find Finally, I made more progress with exploring: Exploring will drain your energy by 5 for every time you move, and it is the main way you find items. Prey can also be found in explore, but the mechanics for hunting have yet to be finished, so the "chase!" button does nothing yet. That's it for this update. I hope this gets you all excited for the game! View full news
  16. First and foremost, a new video has been uploaded! It doesn't show much, just a quick example of how tasks work: I forgot to show it in the video, but the site won't let you complete the same task twice in one day. It also doesn't show an SP increase (because I forgot to add those 2 lines of code before recording :S) Each choice you make will lead to a different outcome, I just chose the good option for the sake of the video. So they're less predictable, each task of a certain type will be random. In this one you spotted a group of intruders, but in your next one you might not. You might be sent to investigate a certain area, or look for a certain thing, etc. Another thing showcased in the video is the different wolf artwork. I finally reworked aging based on the timescale I mention in my last news post, and the lineart will finally automatically change depending on the age. So... Wolves under 1 year (12 months) of age will use the pup lineart Wolves that are at least 1 year old (but less than 2 years old) will use the adolescent/juvenile lineart. Wolves 2 years and up will use the adult lineart The den page only shows either years or months depending on the wolf's age, while the wolf's profile will show the full age (in both months and years) That's it for this short update. Hopefully I'll have a lot more in my next one! View full news
  17. This is more of a progress-report on how things are going under-the-hood. First off, the alpha release. It has been pushed back from the estimated "Q1 2018/late March" into "relatively soon". This vague ETA is due to the fact that the game isn't in a playable state that I feel comfortable releasing yet. Meanwhile, I can honestly say that it won't be another 3 months until the first playable phase is opened (Finishing up explore and player tasks won't take that long) -- it just won't be within 2 days. So, do I have any updates of substance to give? Actually, I do! First off, I've been working on the adolescent-stage artwork: In addition to that, I plan to reveal a pretty short video around next week, showcasing how player tasks are handled in the game. The basic run-down is that they are randomly generated each day, and your reputation with the pack as a whole can go up or down based on how well (or poorly) you were able to do said-task. There is also a new addition similar to vacation mode (nicknamed "hibernation" for now), where your wolf is basically "frozen" and nothing will affect them. However, enabling this proceeds to log you out, and logging back in again automatically disables it. So there's no way to play while in hibernation mode, since I wanted to avoid the many exploits that could come out of this. Next, I've updated the index! Now it's much more appealing and contains basic info on the game: -New enemy and boss info- Larger, more dangerous predators can be found while exploring (called bosses). Depending on where it lives, either a region-wide or local notification will be sent when one is discovered. Defeating them makes the area safer overall, especially for pups, and less will be found for a while. I'm thinking about whether or not damage persists among common enemies, so if one player deals damage to a bear and another player comes across the same one, it's health would be lowered accordingly. It works great for boss creatures, but I'm unsure about lesser ones. Once a boss is defeated, all participants get an SP reward (and possibly an achievment, I'm still debating that) (Example artwork of a boss smilodon battle sprite. This one is labeled "Watcher" because of the eye-like markings) -Timescales and seasons- Finally decided how time works in the game. 1 real day = 1 in-game month. So it'll take a total of 24 days for a wolf to grow up. Seasons will not be on the same scale as aging, because they would be far too short to be interesting. Instead, each season has 3 phases: one phase for each real-life month. (IE: early fall could still be hot, while late fall is rather cold). Every IRL month will have a special event that affects the world. (the events cycle every IRL year) -Lastly more art- It's still incomplete and missing a bunch of locations on it, but eventually you'll be able to visit pages by clicking on different parts of the image. The only thing on it right now is the crow tree (where rank markings are given) and exploring (where the snow trails into the distance). Each major territory will have a map that looks different, since they're completely different locations! That's all for now. I hope you all enjoyed the news! View full news
  18. (This reply was late, sorry >_<) I haven't worked on it in the past few weeks, since some other stuff came up, but the last thing I was working on was implementing the relationship system and working on how I wanted genetics to work. I decided to divide base colors into groups, so the pup has a chance of either inheriting a base color from the parents or a color from the same color group. (IE: If one parent has white fur and another has black fur, they could produce a pup with black, grey, dark grey, white, off-white, etc.) For the markings, I basically take all of the markings from the parents and put them in an array along with a "blank", then it randomly selects one marking for each of the 4 slots. This was one litter I generated: I didn't finish the relationship system yet, but I was able to make it where you can become mates with an NPC if your relationships points with them is over 100, or you can become enemies if your relationship points are negative. I did more work on the site's layout, even though it's still kind of ugly and boring: I also started working on things for the player to do, like exploring and hunting, but I wanted to have something more concrete before making a devlog about it or anything.
  19. I'll try that. I'll have to try portrait orientation too, since so far I've been using large "box" images.
  20. I plan to get Wild Souls into it's closed alpha phase in the 1st quarter of the year, and hopefully get Foodbabs to beta by the 3rd-4th. I feel like I have enough experience to work more efficiently now than I did 4 years ago, not to mention that I'll finally be able to work on them full-time when I graduate this summer.
  21. I just noticed that the most recent news posts I've released for my game, Wild Souls and Foodbabs, haven't appeared in the "news and updates" tab of the game's page. (It does appear in game news though) I use the "+ Create" button at the top of the site to make the threads. Is this a bug or?
  22. I've been having trouble finding what size fits best for a website background, where it doesn't look blurry or oddly stretched. (I have the css set to "cover" btw, but I've also tried 100%) My sites are set up so all of the content is in the center, with space on both sides to view the background.
×
×
  • Create New...