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Valor status, terrain effects, and bugs squashed.
Valor status, terrain effects, and bugs squashed.


Vael Victus
"See you, fantasy monster game."
Posts: 2200
Vael Victus's avatar
11/20/2009 16:43
Valor Points
We now act like a real browser-based game! This is step one on a very small stairway to becoming more accesible as a browser game. An in-game mail has been sent to everyone explaining the logistics of the new system.

Terrain
Terrains currently don't do a lot, but there are some that have effects. See the dev notes for more info.

Balances
Tuned down the power of the enraged colossus, and slightly weakened the regular colossus.
It's now easier to hit in PvP if your speeds are close.
Walking as 'normal' in exploring now will give you slightly more mobs to fight.
Burn went from +10% damage to the mob, to +15% damage.

It's now possible to finish battles by hitting the enter key. (when you have killed the mob)

Bugs
Broken quests, broken skills; whatever was broken, I fixed it.

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Vael Victus
"See you, fantasy monster game."
Posts: 2200
Vael Victus's avatar
11/20/2009 16:55
Dev Notes
Browser games have limits. MonBre is designed as an MMORPG. The idea was, when I first designed the game, that I would do away with such archaic systems. However, after a long time of development, I have realized browser-based games are only fun because there are limits. You log in, play a little, do it again the next day and make progress. A big problem with MonBre was that people would just play play play and then at the end of the day, not really feel that great about the game. Thankfully I've seen the power of this amazing skill and combat system I've designed, and I'm glad to see we have about 70 active users playing. It really does warm my heart, folks. Since MonBre is the equivalent of a real MMO in just a browser, I could obviously not just -stop- people from playing too much, so you see that I gave "soft limits". Sure, you can still play, but it wouldn't be as fruitful as if you just waited for the next day. I think the limit of 200 might actually be too high, but we'll see. This also solves some qualms of people who think leveling is too slow - which it completely is not - and hopefully this was a great change for the game as a whole.

I need some serious help with terrain effects. Currently, grass does nothing. Mountain grass, forest, island grass, they do nothing. I was thinking in the vein of "you can't hide in mountain grass because there's rocks everywhere so you can't burrow" but there's only one skill that does that. So I need your help, what kinds of ideas do you have for terrain effects? Like less accuracy in the forest or something. ANYTHING. I can do, in theory, anything. Walking in the slums? 5% chance for 10 bux to be taken. Who knows, lol.

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Demi Lune
"The what now?"
Posts: 909
Demi Lune's avatar
11/20/2009 17:04
Hmmmmm... What kinds of terrain are already in the game? Would you find a place for a type of terrain if there was a really good idea going along with it?

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But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
                                                                                                                                                                                       
Killer Killer
"die, die, die, die, die, die!"
Posts: 824
Killer Killer's avatar
11/20/2009 17:23
I swamp, since it's so gooey and stuff, decrease spe-dod a bit.
For rocks, maybe, just maybe you could like make it so there's a slight chance (2% or something like that) for you to like throw a rock at something during combat and hurt the mob a little bit (like 6-20 damage depending on yours and the mob's HP) and the mob could do the same.
Mountain grass: MOre chance of knocking down because it's on a slope, and less mob resist the knock down effect?
Cold lands: more chance to freeze. Adding to that, being cold could mean that defense and dod is slightly weakened because it's hard to dodge when your legs are in the snow, ehh?
Lake Utrif: You could nmaybe have a small chance to like force the mob's head underwater, making them impetent for a round, and the same thing with mobs to you. Like, you'd be coughing up water and stuff.

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The rule of wildlife: Survival of the fittest. If u want a challenge, I'll kill u with1swipe! Die die die! Your life is mine for the taking! Ha ha ha! Stomp all over 'em like they was cookie crumbs!!!
                                                                                                                                                                                       
Vael Victus
"See you, fantasy monster game."
Posts: 2200
Vael Victus's avatar
11/21/2009 10:45
The only thing about putting less stats on the tiles (less speed in swamp) is it would have to affect both the combatants, so if you reduce both speed... nothing changes. If I do it to the monster, then it's annoying and creates a kind of pseudo-difficulty.

I don't really want to involve the breeder in battles because that's more for MonBre's second campaign. I think being frozen, in freezing places, should add 1 to your freeze duration for the monster. Or less chance to resist... something.

Demi... deserts, islands, just look at the world map.

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MonBre is an unlisted game of Tinydark Studio. Personal Website: vaelvict.us
                                                                                                                                                                                       
Killer Killer
"die, die, die, die, die, die!"
Posts: 824
Killer Killer's avatar
11/21/2009 11:56
If you were fighting in a REAL swamp, it wouldn't be a walk in the bark. Maybe the agi factor would help, like if it would decrease both yours and the mob's by 5, or 10%, or some number like that. It would kind of put a "HELLO THERE!" sign on the hardcore ninja people who's agility is like twice as high as everything else, if you did a percentage. See?

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The rule of wildlife: Survival of the fittest. If u want a challenge, I'll kill u with1swipe! Die die die! Your life is mine for the taking! Ha ha ha! Stomp all over 'em like they was cookie crumbs!!!
                                                                                                                                                                                       
Demi Lune
"The what now?"
Posts: 909
Demi Lune's avatar
11/21/2009 12:52
Hmm, decreasing your/their chance to hit in somewhere like a swamp/heavy forest/whatever.

Mountains, both mobs have a chance (3%?) to hide behind a rock and dodge an ability.

In forests, burn damage is higher.

----
But when that call never comes, it's time to face what you've become - there's no point doing all of this, unless you know you're having fun.
                                                                                                                                                                                       
Killer Killer
"die, die, die, die, die, die!"
Posts: 824
Killer Killer's avatar
11/21/2009 13:31
Cool!
In water, kind of the reverse of what I said before could work: hide underwater. BUrn doesn't work either. Freeze makes water turn into ice, cool idea ehh?
Road: this may sound kind of dumb, but maybe there'd be a message like, "x or y breeder just said hi!" Like and you could do the same, if they were traveling on the road. However, Since my JAWS doesn't read minimaps that well, I just go how much west and how much south till I get to city, take the boats when there's a boat to the next city I need. In fact, is there a way to backtrack and like take a detour around water? If so, maybe we should have like locations for that, like smartGPS, which would tell you how much you'd have to me, like turn-by-turn directions. Like:
Go 146 north
Go 84 east
Go 95 south
GO 7 west
Destination reached?
It'd be liked that, kind of the same format as of old, but you'd get each turn separately.

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The rule of wildlife: Survival of the fittest. If u want a challenge, I'll kill u with1swipe! Die die die! Your life is mine for the taking! Ha ha ha! Stomp all over 'em like they was cookie crumbs!!!
                                                                                                                                                                                       

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