05/12/2019 - DLL TESTS
Testing lf-empire dll. Frindy-fire and itr / kind 8xx
05/28/2019 - DLL TESTS
Frindy-fire working only with efefct 21/22. Itr/kind 85 working. Created a magic-stick system (named super.dat). Super important date. The concept of the mod becomes possible.
10/08/2019 - BACKGROUNDS
Testing new look for backgrounds.
08/20/2019 - SPRITES
Making combat start animation sprites.
02/05/2020 - BACKGROUNDS
Creating new design for old backgrounds.
02/15/2020 - FIREN/FREEZE
New sprites and skills for Firen and Freeze.
04/11/2020 - SPRITES
MASSIVE new sprites to skills and effects to allmost every char.
Also testing some new hero skills too.
04/15/2020 - LV SYSTEM
Testing beta level system, using total attack as score. Affects total mp and mp regen.
04/16/2020 - GAME MECHANIC
Modified hex code to stick itr/kind 85 with invincible char.
04/19/2020 - LV SYSTEM
Level system tested and working but not fully implemented in all heroes.
04/22/2020 - LV SYSTEM/CONCEPT
Refined level system. Gradual bonus per level. Each character gains 2 attribute bonuses: Attack, Defense/Hp, Magic, Mp regen.
04/24/2020 - GAME MECHANIC
State 20 ceoncede armor lv2 (rigth now only Freeze have).
04/23/2020 - GAME MECHANIC
Implemented hex code for "respond" tag. The char changes the frame hen hitting a successful blow.
04/26/2020 - FALL SYSTEM
Fall system changed: fall less than 20 does not frame-change if opponent is in frame number above 270 (skills).
04/29/2020 - LV SYSTEM
Level system with improved visuals. Using itr/kind 83.
05/02/2020 - GAME MECHANIC
Itr/kind 85 only active and stick on the owner character.
05/05/2020 - LOUIS
Louis sprites and skills remade.
05/10/2020 - GAME MECHANIC
Altered frame_change of type 3 objects: magic projectiles. Object gos to the frame indicated in the "mp" tag (only if it is not 0).
05/11/2020 - CONCEPT
One week focused on reformulating level system. Skills are unlocked by level up until level 4. Each character starts with 2 mechanics that consume mana. Level 5+ concedes double bonuses (so leveling up remains impactful in gameplay).
Also created itr/kind 83 and 84 and refined itr/kind 85.
05/15/21020 - TESTING CONCEPT
Hiatus of 5 days: i had a crisis of ideals. Made only little makeover in Davis. Swapped D^J: Air DualBlast, to D>J: Super-Sonic Speed. Add a passive effect that grows each level: successful hits recover % of maximum mana.
05/18/2020 - BALL MECHANICAL
Altered frame_change of type 3 objects: projectiles. Object go to the frame indicated in the "hit_d" tag when hits enemy attacks or enemy defence (if "hit_d: 0" go to frame 20). A successful hit will change the frame indicated in the "hit_ja" tag (if "hit_ja: 0" go to frame 10).
06/01/2020 - TESTING CONCEPT
One full month seeking to finalize the concept of each character. Bery difficult to adapting them in the new Lv system (increasing skills or mechanics).
In the meantime Dennis gain the same Sonic-Rush as Davis.
Deep is receiving a complete visual remake.
06/06/2020 - ATTRIBUTES
Davis new sprites to: Standing, Walking and Defending.
Defined new formula for combat elements.
Sub-attributes:
- Attack -> amplifies(+%) injury and bdefend of every blows.
- Defense -> decreases(-%) injury received and amplifies(+%) defend power.
- Magic -> amplifies(+%) injury and bdefend (only to skills).
- Focus -> grants(+) mp per hit (maybe will increases fall-resistence).
- Lethality -> amplifies(+%) injury in red-hp and fall-resistence (maybe will grants mp-damage).
Attributes:
- Strength = Attack + Defense
- Will = Magic + Focus
- Dexterity = Attack + Lethality
To Magic attribute work properly it's necessary to set "mp" tag (in the frame) above 0.
06/11/2020 - ATTRIBUTES
Applied the necessary modifications to the Attribute system work.
Firen now attacks from a distance and his AI has been adjusted (need to improve).
06/16/2020 - TOWER
Tower sprite created (by using the Tower sprite in LF2: Fighting Hero as template).
06/20/2020 - TOWER
Suffering to add the towers right at the beginning of the Battle mode.
Currently, it will require the presence of Jan.
Towers do not grant "total attack" or "kill" to their opponents (and will remain so).
07/01/2020 - FALL SYSTEM
Modified my old hex code: fall system.
Previously: frames above 270 ignore frame_change of attacks with fall 20 or less.
Now: the "mp" tag in the frames is the main reference of how much the character can absorb the damage without going to the injury frames:
___CHAR GET HIT____FRAME RESULT______FALL RESULT______MP RESISTENCE______RESISTENCE RESULT
___FALL >= 100_____FALLING____________FALL = 80_________MP >= 9000_________FALL = 0_________
___FALL >= 80______FALLING____________FALL = 80_________MP >= 400__________FALL -= 15_______
___FALL >= 60______DANCE OF PAIN______FALL = 60_________MP >= 300__________FALL -= 15_______
___FALL >= 40______INJURED2___________FALL = 60_________MP >= 200__________FALL -= 10_______
___FALL >= 20______INJURED1___________FALL = 40_________MP >= 100__________FALL -= 5________
___FALL >= 1_______INJURED1___________FALL += 5_________MP >= 100__________FALL -= 1________
Every char now needs more "fall" value to be in Dance-of-Pain/Falling.
It can also mean that everyone is passive to take more damage if they don't use some skill-movement to change positions.
07/04/2020 - AI
Making and testing new artificial intelligence. Using YinYin's Chrusher v1.0 as a template.
Currently in development for: new skills, recognizing weapons and drinks, recognizing towers range.
07/17/2020 - AI
Untill this very moment i already made 75% of the total AI.
Once done, it will be implemented for all char (heroes and troops) in the same day.
Also i'm making this code aiming to be easy manipuled for all members of the community.