WIP New Health/Mana/Stamina and Active + Queued Abilities UI

More attempts to update the UI to be more simple and clear. This is the Spectator view so no controls are displayed and the Fireball queue UI on top of the dino(Brydon) is part of the old UI that is replaced by the slicker ability bars right on top of the healthbar

https://imgur.com/a/nafsK

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Patch Notes v0.14

—– Patch v0.14 —–

Techniques

Techniques are in the game. You will now have the option to switch the Recharge Technique for a different one.

Techniques work just like regular abilities, except that they do not cost any resources to use and have no EX versions. These are the Techniques coming in this patch.

-Normal Type

* Recharge
lets your monster regenerate Mana at an increased rate that scales with your monster’s Mana stat.

* Dive
is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again.

* Focus(no longer an Ability)
gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%.

-Fire Type

* Flame On
is a Technique available to all fire types. It gives the user a Flame On status effect which lasts for 15 seconds. While affected by this status, all fire abilities used will have their damage increased by 4. Any physical contact with the enemy monster will also apply a Burned status effect to them.

-Psychic Type

* Psych Up
is a Technique available to all Psychic types. It gives the user a Psyched Up status which lasts for 5 seconds. While Psyched Up is active, all non EX Psychic abilities that are blockable will activate 3x faster.

For more info on Techniques check out this blog post: https://mdotexe.com/2018/01/17/techniques-in-development/

I’ll have to see how techniques work with the game for a while, but I like having the option to pick your own style of play. It was also a bit odd to have a few monsters have Dive rather than Recharge.

The AI don’t really know how to take advantage of their Techniques yet, so that’s something I’ll have to work on. I might need to start from scratch with the AI because it’s become way too messy as I’ve kept adapting it to new mechanics rather than creating it with all the mechanics in mind.

Bug fixes

* Fixed Charge and Tackle abilities having their EX versions locked

Dev Preview – Techniques

Lately I’ve been working on giving players other options rather than forcing monsters to have the base ability Recharge. The idea is that there would be another ability slot that you could customize and only certain abilities would be available for that slot, and that slot only. This means that you would only be able to have one of these special abilities equipped at a time. For now I’m calling these special abilities “Techniques”(couldn’t come up with anything better).

Being able to swap out Recharge is something that made more sense after introducing Dugo to the game and wanting there to be a dive mechanic for him. Following the last patch that made Mana recharge over time, letting go of Recharge is now possible. With this change, you now have the option of swapping Dugo’s Dive for Recharge if you wanted to.

At this time, Techniques work just like regular abilities, except that they do not cost any resources to use and have no EX versions. Here are the Techniques that are currently in the development build.

  • Recharge
  • Dive
  • Focus(no longer an Ability)
  • Flame On
  • Psych Up

Recharge lets your monster regenerate Mana at an increased rate that scales with your monster’s Mana stat.

Good for heavy Mana users that want to dish out more ranged abilities.

Dive is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again.

Great for slow monsters that want to be more mobile and have an easier time landing melee abilities from a distance.

Focus gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%.

This is good for hard hitting monsters that want to multiply their damage.

Flame On is a Technique available to all fire types. It gives the user a Flame On status effect which lasts for 15 seconds. While affected by this status, all fire abilities used will have their damage increased by 4. Any physical contact with the enemy monster will also apply a Burned status effect to them.

This is a good choice for a fire type monster with quick and multi hit fire attacks as well as monsters who want to get some extra chip from non fire melee abilities.

Psych Up is a Technique available to all Psychic types. It gives the user a Psyched Up status which lasts for 5 seconds. While Psyched Up is active, all non EX Psychic abilities that are blockable will activate 3x faster.

This is a powerful effect that is great for creating lot of pressure but it will also drain your resources pretty quickly.

These are the ideas behind each Technique, though there will probably be some that are stronger than others for now. I’ll balance them over time.

So that’s what I got going on right now. There is lots of room for more Techniques to be created. These Techniques should open up more styles of play and make monsters feel much more different in battle. I’m going to have to work a lot on AI though since there’s a lot of logic in there that was based around Recharge being available, but that can come after I patch the game since it’s been a while.

Patch v0.13.5

—– Patch v0.13.5 —–

Visual

– Modified the UI on monsters during battles to be less obtrusive and take up less space.

This should especially help when battling with low level monsters where the UI would sometimes cover a good portion of the monsters up

Gameplay

– Time that it takes for the Counter base ability to activate has been increased from 0.6s to 0.7s

– Increased the scaling of health from 2hp to 3hp per Health stat point.

Abilities

– Energy Ball mana cost increased from 20 to 25 mana

– Water Shot damage decreased from 15 to 12

Bugs

– Fixed a bug where the stamina cost for dashing was not being scaled with the monster’s speed stat. Monsters with lower speed will now notice their stamina cost for dashing has increased.

– Fixed a bug where Gribbit’s shooting animation was not being used for certain abilities

Patch Notes v0.13

—– Patch Notes v0.13 —–

Gameplay

– Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.

– Recharge is still a good ability but now simply regenerates your mana faster.

– Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.

Basically the same as before

– Recharge is currently still equipped for all monsters except Dugo

This will be changing soon. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.

– Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.

– Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed.

– Once a monster that was knocked down gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will continue.

This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.

– EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana.

They can be used to buy your regen more time.

– Taking non block damage will now interrupt your regen.

Abilities

– Status effects Minor Heal and Major Heal have had their healing reduced from 15 & 30 to 10 & 20

This will currently only affect Draining Bite which was over-performing

– Lighting has had it’s damage reduced from 15 to 10

– Step Kick had it’s Stamina cost increased from 30 to 36

KOTH Arena

– The losing player will no longer be automatically brought into the next battle.

– You can use SHIFT+TAB to get out of the player queue unless you are the next player in line. The UI will let you know that you are locked in for the next battle and cannot exit out.

– Players should not be able to view their own character’s camera now.

Not currently working with clients

– You can now use TAB while spectating battles and you won’t be kicked out of the menu unless you are one of the players about to battle.

Not currently working with clients

Bugs

– Fixed a bug where AI monsters were freezing in battle
– Fixed a bug where Spectators could not hear the countdown sounds when spectating battles

Dev Build Testing: Resources & Knockdowns Changes

– More changes to Mana & Stamina

Mana and Stamina have gone though lots of changes since release. Here I’m trying a few more.

– Problems with Mana & Recharging

Recharging became a problem because it was the only way to regenerate mana, other than the Dive ability that only Dugo has access to. While this made it more unique, it also restricted me quite a bit. Recharge became a mandatory ability. I had recently made it so that using an ability only stops the regen of the resources it requires. This meant that using a Mana only ability no longer prevented Stamina regen. I think this is really interesting because it worked towards my goal of having a less passive way of managing your resources. But I couldn’t do the same with encouraging the use of Stamina only abilities because mana doesn’t regen passively.

– Problem with Knockdowns

Knockdowns used to benefit the monster left standing much more. They would regen their stamina but the knocked down monster wouldn’t, which resulted in knockdowns being way too powerful as well as stamina use being rewarded more since mana didn’t regen during any of this.

I wanted Knockdowns to serve as a better reset mechanic, where both monsters would be at a more even playing field. To do this I made it so knockdowns would reset the resources of both monsters back to full.

The problem ended up being that knockdowns happened quite often, which meant resources resetting all the time. As a response I decided to also nerf Mana and Stamina for all monsters so that they would still run out between knockdowns. This lead to problems where monsters didn’t really feel very different when it came to their resources and it also created problems where both monsters would be idle due to having no resources when no knockdowns were occuring.

– Changes In Dev Environment

Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.

Recharge is still a good ability but now simply regenerates your mana faster.

Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.

Recharge is still equipped for all monsters. This will be changing soon though. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.

Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.

Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed. Once the downed monster gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will begin. This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.

EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana. They can be used to buy your regen more time.

Taking non block damage will now interrupt your regen.

These changes are being tested now and could easily change, but so far I’ve seen good results from this.