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Division Of Life


BeNjO
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Thanks Agora!,

New video showing the 'Skills' that are in game at the moment:

https://www.youtube.com/watch?v=Ei8zmHf1m5A

Some new updates:

Redone Pinnella Pass and Landow settlements.
Lowered the size of all loot to a more lifelike size.

Updater has been fixed and re-done to how it was before HDD failure:
![](http://puu.sh/lwwdG/be611ad7aa.jpg)
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New changes:

Pinnella Pass has been revamped, Taking a slice from Gilramore's book they finally made a settlement in this blizzard stricken land. Prepare well here, adventurers as its snowing 24/7 and the winds will freeze you in seconds!

(I need some snow covered buildings xD)
![](http://puu.sh/lyfkv/a26c2c1d82.jpg)

Landrow had its settlement destroyed by an army of Ogres and Rickers. They managed to secure a small settlement with basic features in a secluded spot. Hazardous smog smothers the landscape so you should prepare yourself for the worse here. Could you be the one who manages to survive and learn to live in this Death riddled land?

![](http://puu.sh/lyfrH/563c0e4002.jpg)

This is a Unity Editor Screenshot of all the current monsters in the game. They look better and the two mounted ones are actually mounted in game.

![](http://puu.sh/lyj2c/ac5bc6e453.jpg)

1: Is a Witch,
2: Is a Dragon,
3: Is a Witch [World Boss],
4: Is a Wizard,
5: Is a flying monster.

Names are welcomed! Stamp your place in the game!
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My plan for Pinnella Pass and Landrow is to have them require something more than just a higher level to enter them. Possibly a certain buff that would stop DoT in the dangerous lands. Something along those lines. The areas are dangerous enough mind with the extreme weather conditions in both. Wind, Rain and Snow block view and make adventuring difficult (seriously…) and in Landrow the smog blocks view distance and makes everything harder to do.
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Thanks Agora, that means a lot buddy :).

It's taken me way too long, But I have finally fixed the wrong class/skill level being shown at character menu and ingame.

What was happening is the game calculates highest stat (attack/magic/defense) and that changes your Title and Class to match. Right when the client loaded the character at the server selection the stats were all, minus 1, So since the "else" was a Guardian, everyone who logged in was a Guardian until you changed an item you had equipped (put on or taken off). Thus, everyone was a Guardian! Very odd and a very long process of fixing it, but now the Title and the Class are correct.

![](http://puu.sh/lySeY/d959d2db29.jpg)

Still looking for names for the names listen in the post above!
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Hey guys!

Few issues fixed that were, in my eyes, game breaking.

First up was the distance between a player and an NPC. The NPC would walk (or run) to where the player is/was and then hit. So if you saw an NPC and went into its view distance, It would then move until the range of its attack =  NPC Location <= Players location. Once in range the NPC would just stand there hitting you or casting spells to strike you down. Sounds OK, right? Well it would of been fine, but if the player way moving or moved from its "original Aggro position", then the NPC(s) would just be at "original Aggro position" striking you from a very long distance. This has been fixed and NPC's will now move into the correct range with updated positions.

Secondly NPC's were able to stroll right into the safe zones and wreck havoc for players old and new. This has now been sorted. With a new shield that if the Player enters the safe zone any NPC's that are following will be electrocuted and disintegrated with no loot or experience given to any previous attackers. This solves the issue full stop as did not want NPC's to be standing outside of the safe zone "camping" waiting for someone to leave and stops people abusing a safe zone type system. As with, for example, Eclipse you could just stand inside the NPC Avoid /Blocked area and just kill. Or like in some Korean 3D games when the NPC is running back to its spawn point you just rehit it from inside the safe zone and it will run back to the player (or have a second person outside and ping pong aggro). My way solved both issues and I'm glad its actually done.

https://www.youtube.com/watch?v=DxbyZMgBeko

Removed a lot of blank components (mainly Animation Clips)

Fixed or removed a load of prefab textures that were blank. (Removed if unused)

Removed all unused of Debug lines as they were just adding useless data to the output log.
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Thanks Mohenjo!

Small updates

I always edit the same post until I go to bed, Then I start again the next day :).

Got a little tired of the camera been blocked by tree's ect (see example below) so I decided to fade out any objects that are in between the player and the camera.

Without new script:
![](http://puu.sh/lFDxN/0c1538b08c.jpg)

With new script:
![](http://puu.sh/lFDAK/057d4715f0.jpg)

Also updated the camera to start off zoomed out and above the character rather than at ground level and up close.
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Since I can post again,

Here's a small video showing the start of my Dungeon system. There are hidden doors around the world that leads to Dungeons that come with challenges. The loot is completely random like in the normal world but there's a random chance for a Chest to spawn with the boss. There are some mistakes like re-spawning boss, group spawning of spiders but nothing I can't change. This little system is going to be built from and not sure if I should remove the ceiling completely to improve game play or not. There is a lot to do but the basics are here! 

https://www.youtube.com/watch?v=4FwuDgg7s18
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A few new bits:

New Dragon boss for the second dungeon. This is a raiding dungeon for skilled teams only!
![](http://puu.sh/lHesI/c03758e18c.jpg)
![](http://puu.sh/lHhxn/e933b783d6.jpg)

Blocked Town Scrolls in dungeons:
![](http://puu.sh/lHhFK/75d21aec96.jpg)

Killing a npc on a mount now does this:
![](http://puu.sh/lHexP/771beca828.jpg)

When you re spawn you have a shield that protects you. This could be abused via the 500gold instant re spawn option. Out going attacks are now blocked too, until the shield dissipates.

Updated the AI a little bit, The npcs now check if your in range rather than at a set number in the script. Now each NPC has a set attack range. The dragon has 54!!
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New Updates:

Fixed camera slant,
Fixed NPC's Melee range,
Fixed NPC's Spell Range,
The NPC's attacking range is now saved on the prefab,
Removed the roof's off the Dungeon's to give a clearer view. This is to be decided, after next public test, if it stays or not,
Updated the Camera Quality and SSAOscripts to handle the Gray Scaling better,
Updated the Boss randomization to include more bosses,
Finished the Mouse Interaction to include anything I put the script on. Going to be used for stuff that's Interactables that does not currently have a 'Tip' attached to it,
Fixed the Black/Yellow errors in the character creation menu. Yellow and Black were the wrong way around,
Removed the "recovery" main menu option and it's hover over effect/tip until I update and fix it,
Increased the Invincibility after respawning to 10 seconds,
Maximum Health is now set to: maxHealth = Guard Skill,
Maximum Mana is now set to: maxMana = Magic Skill,
Health Potions recover: maxHealth / 4,
Mana Potions now recover: maxMana / 4,
Fixed several item errors that let you equip them without checking if you would end up in negative stats,

Testing new spawning features to hopefully remove the clustered spawning.
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Thank Coffeeraptor,

Edging closer and closer towards another public test! Thanks to Carims knowledge, I managed to finish up my late night edits. When casting a spell, shooting and arrow or swinging your sword at an enemy you now face their direction. This took me almost a full day to fix and was up till close to 4 am struggling with 1 line of code. Carim helped and it works flawlessly.

Slight adjustments to the NPC spawning ratio's as the old system used to add an extra "normal" spawn which took the "rarer" spawn's place.

Will begin updating the website tomorrow with all these updates.
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Using different (free :() forums, The old one broke when posting wide screen shots and it didn't have a shout box so decided whilst I had only a few members to move onto another forum and transfer all my updates onto it. You can find it at http://divisionoflife.boards.net/.

I will post actual version numbers and correct version dates on my own forum rather than here.

Edited the launcher slightly to allow more information to be displayed,
Starting to think about a pre-beta public test,
Finished transfering everything to new forum,
Paid for no ads,
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You now gain a level after the tutorial (to level 1, like before HDD failure),
Other player's Facing Direction was completely messed up so this has been redone and you now see other people facing their targets rather than shooting out of their backs,

Looking into the desyncing of movement between clients at the moment. You can see it via a sliding player xD
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Some updates to add to the list:

Fixed the broken total player count, so it now shows  X / 300 on the server selection, X been total players online.
Characters can now have numbers in their names,
Updater/Launcher now downloads .zip and handles them correctly (thanks Matt, again),
Changed all of the character creation messages to help the user out. Example "Hero Name > 30" is now "Hero Name is too long (30 max)",
All information sent to the Account Server is checked before been accepted. All characters the Client deems illegal are deemed illegal by the Account Server also,
Added error messages to the Account Server that are sent to the client with wrong information just in case someone tried to bypass the illegal character checks,
Slight change to the Account Saver, it now handles the saving of the character images rather than the Account Server,
The Auth Server has been adjusted to match the illegal characters of the Client.

Started my really old Facebook page here:

[![facebook-like](http://marshallsdining.com/wp-content/uploads/2014/08/facebook-like.jpg)](https://www.facebook.com/DivisionOfLife/)
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Few updates:
Teleport has changed instead of a set distance it's now:

Distance += Distance * Magic from Equipment / 100 + Mathf.Round(18 + Magic / 50);
Teleport's cool down (CD) has been changed from 4 to 11.
Teleport's Mana has been changed from 12 to 14

Day/Night is now correctly displayed to all clients,
Character names are now checked against current database Hero Name's to make sure they do not exist (same for email address),
Item's spawned in the game are now logged; Any item from loot/premium chests/Treasure Chests are now recorded to keep track of where could be improved,
Dungeons are now positioned outside of the current map and are not triggering the Anti-Cheat Shield's events and you are no longer logged as a cheater,
The aiming facing of the target for Halberd has been corrected.

![](http://puu.sh/lX5Ev/559fa8b6a8.jpg)
![](http://puu.sh/lX5He/52cfb6625e.jpg)
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