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Cernu

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Everything posted by Cernu

  1. Cernu

    Dev Diary #149 - Script Module

    amazing. Hopefully I will be able to retrofit my creation, because it is getting messy. I freaking love Ylands ?
  2. Updated to 21 oct. Some new stuff, mostly generic Yland crafting skill based, Mining and prospecting, and new settler and basic fetch quests. I must admit I didn't check the crafting system thoroughly, it might be buggy. However, the world is slowly expanding ? Next work will probably be on stamina, exhaustion, combat, refining crafting system and first ennemies, wolves.
  3. Cernu

    Trade scripts

    Maybe a little more trade related options in visual scripting, like get value of all traded objects, open trade windom with NPC through scripting, and so on
  4. Yes, my update system maybe is not that good ^^ But the "testing" should be very quick, because there is not much to do yet...
  5. For now, nothing much. Maybe just try systems. Many systems are hidden, but revolve around hunting/gathering/tracking. You can go wander around, gather some sticks to turn them to Balto, take a hunting lesson, try hunting and tracking some rabbits. Just get a feeling of the systems, maybe tell me about feedback messages, or things that might need more explanations. But it is really still a very barebone mod. Rigale is about being a young explorer on a newly discovered continent ? End maybe just wander around. The feeling of expanding colony/continent/opportunities will be much greater if you follow the development from the start. And an important thing, if you can play in multiplayer, id tell me if each player have different skills and improvments, and skills results.
  6. V 19 oct released. I refine existing systems and bug hunt. I still don't want to expand the world to much, until I am really satisfied with the basic systems. Next big focus will be crafting (I want to use external data sheets to store recipes). But before, I need the player to be able to gathe rminerals, this is why propspecting and mining will come along. Until then, cheers, Ylanders ?
  7. Much more than 8 variables int the do something functions would be great. PS: I really really love this toolset
  8. Kindda solved. I am using arrays, and storing the items into arrays. It makes the cut for my custom gathering system (time tied)
  9. I would like to destroy a templated spawned item after some time. So far I use the delay function on create. However, If the player is interacting with the item, I would like to stop the delay which, afaik, is impossible. So I would like to spawn a time trigger along with the item, so I have more control on time, and the timre trigger be linked somehow to its parent (like a child node in godot...)
  10. Is it possible to create a prototype ? I have big issues with templates, as a templated item is not recognized as an item.
  11. Cernu

    Smarthome

    Great job !
  12. Cernu

    Is it possible to create a prototype

    Thanks a lot for the tip, but it seems that welding turns the item into an "exterior" item, it isn't pickable any more, and I need to pick it up at some point.
  13. Cernu

    scaling entities

    Well, scaling is a very common feature in many many editors. Moreover, the texture in Ylands don't seem overly complex...
  14. Cernu

    scaling entities

    What aboout a get/set scale for entites ?
  15. To Do : multi text log using arrays DONE characteristics and level system DONE expand the skill system to include characteristics and item qualities DONE add tracking Done add herboristery skill Done, but no herbs to identify yet. DONE add scavenging skill. Done add prospecting and mining. Done. Only stone ore for now add a boss fight with random loot. code a more streamlind dialogue with seller (for easy set up, like price of items, and so on) DONE make tracks appear for some times when an animal disappears. DONE, for rabbits at least ^^ more skills result feedback tied to attributes. DONE debug selling systems and iteration through inventory. DONE add a knowledge system DONE Now that the systems are getting closed to finish, expand the world Add a first simple "go fetch" quest. Add wolves expand crafting system. Actually, I expanded the Yland current crafting system to tie it with skills. modify combat system (use computed dodge and critical hits, mostly) more intelligence bonus XP gained feedback add a "various info" widget add a lockpicking skill and some basic use balance stuff add a literacy system and some basic use add some wanderers and travellers, mostly for pickpocketing purpose, and telling them your success/failure stories for some gold, if your story telling is good ^^. DONE add a basic "wander around spawn point" AI Done Using Yland AI Add a "story telling" system. The idea is that when you critically fail or succeed, you can go to the tavern and tell what happens, in the hope of gaining a few coins. Should be quite easy to implement, actually. Would require a "representation" skill. Kindof done because of the NPCs. stamina feature only impacts movement, I want it to impact melee damage and ranged/melee hit chance. exhaustion feature DONE attack critical failure system DONE Randomized critters. The longer they live, the older they become (aww well), and theirs stats will change accordingly (usually stronger/harder to hit/more damaging, but with better loot items) Done for rabbits, Done for rabbits. Tavern features. Add a "critical failure" use. At the end of the day, the player will be able to gain global XP from its critical failures, OR, tell stories about them for some gold in the inn. kindof done thanks to the NPCs Medical skills, herboristery for medicinal plants potion/bandage crafting randomized items for increased loot drops qualities wound system. wandering masters know a skill they can teach you for a few gold. As it is randomized, lessons will be cheap, but nos as good as more costly lessons. I would like to use gold nuggets as a currency, along with rigale gold variable. I will add a money changer, that will turn rigale gold into gold nuggets, and gold nuggets into rigale gold. And because I think gold nuggets as a treasure is nicer than a rigale gold variable ? agility increases ranged damages, just like strength increases melee damages. tweak bonus. DONE add a traps system. Armor deterioration system. DONE
  16. changelog - V0.1: some basic systems implemented. random skill results; random objects spawn in the world; basic crafting; basic trading. 11 octobre 2020 colored skill test results. added item quality to some skill checks improved coding trade window to sell many items. 15 octobre 2020 interaction skills progress bar attributes and global level (almost all actions make you gain global skill level. When you reach a new level, you van distribute points among attributes. Attributes will give various bonus to skills results, learning points bonus, hit points bonus. I only implemented some attributes giving some bonus to some skills. I must refine this with a little more feedback, and expan the skills (increased constitution increase hit points, and intelligence give learning bonus, mostly) reworked many inner systems workings 19 octobre 2020 Added tracking, scavenging, herboristery skills. You can now scavenge some respawning boxes in the "port" rabbits leave tracks sometimes, and some tracks appear in the forest. gaining const points now increase Hit points. Intelligence give bonus skill and global XP reworked the life expectancy system for stuff, so that it is much less calcul heavy (every spawned item had a delay, now, there is one delay for all creatures, with use of arrays) Added a basic fetch quest. rabbits dodge. They are much harder to hit now. This is a study for a specific, attribute tied combat system, with critical success, fumbles, deteriorations, and so on... I also added a critical success possibility and weapon deterioration. Poor rabbits. added a simple random weather system Added a hunting teacher. 21 octobre 2020 tweaks to the existing Ylands crafting system, that will be skills based now. Moreover, you will have to learn recipes to be able to craft the items. added grass tuft to gather from. added wood piece and logs when lumberjacking rabbits grow old, although this has no effect yet. Added survival skill (mostly used in crafting), cooking, and zoology (you know, those baits...) All of this is very much rabbit centered for now, but the systems are in place for other animals... Added stone ore. You need to identify it (using prospection skill) before mining it (using mining skill) Stone ore will give a random number of flint ans stone. Those are required to expand the crafting system. Added a Miner, Marty, to the settlement. He will provide various mining and prospecting related services. The various settlers will teach you basic lessons. 23 octobre 2020 fully functionnal stamina/sprint system. It only impacts movements now, I would like it to impact weapon damages in the near future... I need to tie the result to some skills checks fully functionnal exhaustion system. exhaustion reduce success chance, XP gained. You gain exhaustion all the time, increased at night, when the player performs actions, and when stamina is low you can rest in the tower for now. added nests for eggs and feathers (zoology skill) 25 octobre 2020 Added random NPCs. Color is randomized, but not equipment. Still, it adds flavor ? Talk to them to see what they can do for you (randomized). Fixed crafting result. Fixed a bow not showing bug. Added miseries system. Whenever you make a critical failure skill result will add to your misery. Talk about this with NPCs to try to gain gold or experience. Added a pick pocketing minigame. You might gain more gold than regular skill, it is less risky, more fun, but you won't develp your skill. And good pick pocketing result would give probably more gold than mini game. The gam is ultra simple: Click on icons when they appear ? tweaked character sheet. Added story telling skill 28 octobre 2020 NPC will much more varied appearance. Thanks Ocnoglittle ? Combat update. bunch of new weapon skills. Added a new area and new ennemies. Basic "goblins" A "goblin" chief hides somewhere. Goblins use the standard rigale random spawn system. The boss has some random loot, and respawns 5 minutes after death. added new recipes (spears mostly). Added a medic that sells health potions. 6 november 2020 BIG system breakthrough: Items will be much easier to rigaly randomize (quality from terrible to legendary). This is specially important for crafting, and mostly looting. I can easily have a very varied list of loots drops now Moreover, I streamlined the bonus variation system to make it less wide. and wild. much refinments to various systems: enemies damages, random spawn, and respawnable creatures. added a lockpickable chest. It has various loots, and resets after some time. This is the very basic system to fill my dungeons with treasures. It fully uses the randomized loot system. The variety and characteristics of items is now probably nearly infinite (within set boundaries), as not only item qualities, but also variables, are randomized). reworked the skills window to make it much cleaner. added a starting area the randomized NPC will now offer to teach a randomized skill 17 november 2020 Athletism skill checks are a thing Reworked the basic settlement to totally change rigale mood, going from a discovery of the new world theme to a stone age discovery of the world theme. This will allow me to make good use of a research/discovery system added wolves, deers, sea weeds, crabs, a basic kowledge system, and various other stuffs. 23 Novembre 2020 Thanks to some Ocnog feedbacks, I was able to do some tweaks, and progress toward a proper MP game, that is the final goal of rigale. Various tweaks. I added a little tribe, the wolf tribe, an excellent hunters tribe, that is hidding behing some hills, opposite to the green goblins hills. I wasn't very inspired concerning the prerequisites to become a tribe member. Awww well.... Becoming a member will grant you various skills bonus, wolf fighting/tracking/butchering/skinning bonus, ability to talk to the tribe members, and ability to rest there. Enjoy. 25 November 2020 tweaked the wolf tribe. Added an old wolf. It's a kind of "secret". Quest outcome will be a choice. Wolves and deers could be hungry or wounded. It will then be possible to interact with them, try to feed or heal them added a domestication and animal riding knowledges. 26 November 2020 corrected a few bugs you might now recover arrows or bolts when killing stuff deer will drop at least 1 meat when killed. next update: added a quest system.
  17. Features - Randomized world: objects randomly spawn. - loads of skills. Almost all world interactions are tied to a skill. - Randomized items: almost all items you craft are tied to you crafting success. - Level and attributes. Gaining a level allows you to increase your attributes, that will give various bonus in skill tests, hit points, learning, and so on. Stamina and exhaustion: stamina is reduced when you do some actions. If it is reduced to much, you will drastically slow down. If you don't moxe at all, you will recover faster. Exhaustion represents tiredness. It increases all the time, until you are utterly exhausted. The only way to recover it is through sleeping. increase id faster at night, when your stamina is low, and when you perform some skills, and depending on skill result ( a strength based skill critical failure will increase exhaustion a lot, and a critical success intelligence based skill will almost not increase exhaustion.)
  18. Would this be possible, or maybe it already exists ? some way to get if a player has a certain item in its inventory, return its number, and change this number. this would be very handy for a custom crafting system.
  19. Cernu

    custom crafting system ?

    Solved ?
  20. Cernu

    custom crafting system ?

    IS there a way to access and mod the game crafting system. If not, is there a way to get the number of an item type in the player inventory ("sticks"), and to destroy/create some ?
  21. Ok, I found the issue, I wasn't refernecing the proper type of "grass", as there are at least 3 or for differeint "grass" items when choosint the entity type. It works fine, also the get and set stack. Onward to my custom crafting !
  22. Cernu

    custom crafting system ?

    I found the "get inventory" function that returns an array, that will help me a lot, but I still have a few issues.
  23. Yes I discovered this indeed, thanks. however, there are still some issues. I created a function to try to return the amount of a certain item. So I loop through the items using this "get inventory" array, and then for each item, I insert an "IF" check. I here I have issues. For some items, like "fern seeds", i can reference it easily using a get type of the item. So "if get type "item" = get type "fern seed", do something. Then, i actually count and return the number of items. Works fine. However, if I use "grass", it seems that the "grass" item doesn't have a type. So it doesn't match. So I tried using the name of the item, but in this case, I have to reference an actual entity that exists on the map, it seems I can't reference a template or type, and get its name. And however, it would be much easier to reference a type, than having to create a template for each and every item I want to create in my game.
  24. Hi, I already have a basic spawn system, that use the random position within unit circle vector. Is there an other way to randomize a vector , or tweak this "unit circle" ?
  25. Cernu

    custom crafting system ?

    maybe I need to store the items through an array, when then enter/quit the inventory.
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