There'll be a small (feature-wise) update this week, expect the following:
Game Settings: Bestiary This version's spotlight feature - the new Bestiary! The bestiary (i.e. status information on encountered enemies) will be automatically filled when encountering enemy combatants in battle. You can define when to learn things (e.g. learn status values on encountering them, learn their Fire attack attributes on attacking them with a Fire spell).
Event System: Bestiary Steps New steps to add, remove and check bestiary entries. Can either use an event object's combatant or a defined one.
Combatants The Not Scanable setting prevents adding status information to bestiary - there'll still be an (empty) entry in the bestiary. The No Bestiary Entry setting prevents an entry entirely.
Abilities, Items The Scan Target setting allows adding a complete bestiary entry (i.e. with all status informations) of targeted combatants.
Images All image settings can now use Alpha Masks when using a color instead of an image.
Value Bars The new Crop Image setting (available for Stretch to Fill and Alpha Mask) will use the whole bounds of the value bar and cut off the parts of the image that aren't displayed due to filling. E.g. if HP is at 50 %, only 50 % of the image will be displayed (based on the filling mode, like left to right).
Battle AIs The new Check Target Count step checks the number of found targets and executes the next step accordingly (e.g. 'Success' if found target count > 3).
Add Combatant Component You can now also set the Battle Type when adding combatants to game objects using the Add Combatant component.
Combatant Inspector The inspector of the Combatant Component now also displays a combatant's name, class, level and class level.
Status Development, Ability Trees The new Cost Type setting for learing abilities and status value upgrades now also allows using items, weapons, armors and currency as costs (previously only experience was available).
Menu Settings: Use Cost Display The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type). Also, you can now use %i to display the icon of the status value, items, etc.
Still working on the menu screen part for the bestiary, and (don't know if that'll make it into this version) basing player group AI on available status information.
Post edited by gamingislove on
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Fantastic! You know, I was going to try to hack out a Bestiary solution using quest logs, you have no idea how excited I am not to do that anymore...
Also! Something that would be of use for the Bestiary in case it's not on your list already: assigning an image to each entry so you can have pictures of the mob in question.
Amazing! :D About the new wonderful-thingie bestiary, could be adapted to a simil pokemon mechanic, like i have all these monsters and i can switch them in battle?
Ps: this update seems huge, don't worry GiL if you cannot fox that custom level up issue. :)
You can technically already do things similar to that; the Bestiary GiL is talking about is more of a list where you would view information about enemies you've faced. i.e A pokedex, or think of the Bestiary in Symphony of the Night, or something similar.
Status Development, Ability Trees The new Cost Type setting for learing abilities and status value upgrades now also allows using items, weapons, armors and currency as costs (previously only experience was available).
Menu Settings: Use Cost Display The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type). Also, you can now use %i to display the icon of the status value, items, etc.
@Kirb The bestiary will use plain old HUD elements to display information - so you can just add a portrait and use that as mob image :)
@Kaemalux Like Kirb said, bestiary doesn't mean recruiting/catching enemies, simply collecting information and displaying it. You can already create pokemon mechanic with the event system.
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Will this update allow for increasing costs/different costs per consecutive upgrade? (first upgrade of a specific update costs 5 gold, second costs 20, third costs 50 etc) and a separate text field for each upgrade level? (for descriptions of what upgrading to the next value would do)
@Kirb No, that's not in there - but you can currently do that by using status requirements, although that might be a bit much work for each upgrade :)
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I can see how I'd do the different costs per consecutive upgrades, but is there text field for each upgrade?
Edit: Oh, duh: "The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type)." Well, that answers my question, then! So I can just write a descriptive text of what the upgrade does, along with the cost, correct?
Using the status requirements will be a little unwieldy with the sheer amount of them, but as long as it is doable! :D
@Kirb Well - no, the use costs texts are the same as previously, only that there are now also texts for items (since they can now also be use costs). You can't add individual texts to upgrades like that (unless you only want to specify the use costs :D).
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Also! Something that would be of use for the Bestiary in case it's not on your list already: assigning an image to each entry so you can have pictures of the mob in question.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
About the new wonderful-thingie bestiary, could be adapted to a simil pokemon mechanic, like i have all these monsters and i can switch them in battle?
Ps: this update seems huge, don't worry GiL if you cannot fox that custom level up issue. :)
My old entry for Indie Game Making Contest 2015
You can technically already do things similar to that; the Bestiary GiL is talking about is more of a list where you would view information about enemies you've faced. i.e A pokedex, or think of the Bestiary in Symphony of the Night, or something similar.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
The new Cost Type setting for learing abilities and status value upgrades now also allows using items, weapons, armors and currency as costs (previously only experience was available).
The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type).
Also, you can now use %i to display the icon of the status value, items, etc.
@Kirb
The bestiary will use plain old HUD elements to display information - so you can just add a portrait and use that as mob image :)
@Kaemalux
Like Kirb said, bestiary doesn't mean recruiting/catching enemies, simply collecting information and displaying it.
You can already create pokemon mechanic with the event system.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Ahh, you are my hero!
Will this update allow for increasing costs/different costs per consecutive upgrade? (first upgrade of a specific update costs 5 gold, second costs 20, third costs 50 etc) and a separate text field for each upgrade level? (for descriptions of what upgrading to the next value would do)
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
No, that's not in there - but you can currently do that by using status requirements, although that might be a bit much work for each upgrade :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Edit: Oh, duh: "The use cost settings now also have text options for item, weapon, armor and currency use costs (to reflect the new cost type)." Well, that answers my question, then! So I can just write a descriptive text of what the upgrade does, along with the cost, correct?
Using the status requirements will be a little unwieldy with the sheer amount of them, but as long as it is doable! :D
---------------------------------------
Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
@Kirb
Well - no, the use costs texts are the same as previously, only that there are now also texts for items (since they can now also be use costs). You can't add individual texts to upgrades like that (unless you only want to specify the use costs :D).
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Hmm... I'll have to find a way to add description texts, somehow.
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Personal Twitter: https://twitter.com/AMO_Crate
I make RFI! https://twitter.com/NootboxGames
And thanks for fix to level up issue GiL!
^_^
My old entry for Indie Game Making Contest 2015