Bad News Aren’t Good

On my own behalf

I can't say bad news is good at all.

In the past few days my health has deteriorated so rapidly that I fear that it will all be over in a few weeks. At the moment I only have 4 active hours a day. That includes meals.

So if there is someone out there who might want Anega, you don't have much time to turn to me.

It wouldn't immediately cost you anything but the few euros for the website.

You won't get any help from me after my inevitably death. I don't know that any dead developer has ever answered questions.

Buffs

I was able to apply buffs such as health or mana over time. These buffs can be applied direct to a person or a group already. It shouldn’t be a big deal to use it for potions as well.

What Comes Next?

Try to survive. Sad to say, the probability is rather low.

More Ways to Kill

And now we have a number of more or less blunt weapons. Seriously, would you call a spiked club blunt? In my opinion, such a spike is not really blunt.

At least we have blunt (clubs and maces), hacking (swords) and stabbing (dagger) weapons now. More are welcome (axes, rapier, war hammer, pikes), but that might be something for the people coming after me.

Blunt Weapons
Wands, the second

Now I don’t have wands only, these items have an effect as well. They influence the total amount of mana available as well as the mana regeneration rate depending on your current skill in a magic school.

This can lead to interesting settings. There is a wand for noobs only, what doubles the total mana and halves the mana regeneration as long as you are a total noob and hold it for more than 3 minutes in hand. Once you learned a little bit it reduced mana and mana regeneration down to nothing. This may help characters with very little magic attributes to collect some mana needed for multiple teleports in a row.

AoE (Area of effect)

There are now

  • Group healings
  • Group damage and stun and
  • Group teleports.

Each can be applied to yourself and/or player and/or monster. The new magic possibilities are almost endless and even most stupid. Imagine, you could build a spell that stun yourself only.

EoT (Effect over Time)

I examined the existing buff system already, understand and changed it a little bit. Even if some parts are already working the way I want, there is still some work to be done.

Minor extensions:

  • Build a generic function for local effects.
  • The position selection by mouse has a third range, too close. It is used to show if you are in range of an AoE spell.

Minor fixes:

The sliders for mana and health did not take adapted max values into consideration.

What Comes Next?

Buffs

 

As you have probably noticed, the number of typographical errors has increased recently.
I'm sorry, but due to my cancer also means that I can read text much worse. Which of course doesn't have a particularly good impact on the code. Here, too, I struggle with typing errors.

… Kadabra

The magic arrived. There is now a huge amount of spells in all 4 different magic schools (water, earth, wind and fire).

There are damage and freezing attacks, healing spells and an environment examination. These were in total 20 spells now.

The work included animations where I have 5 different spell animations now.

And there are a huge number of effect animations like healing and mana shower, fire ball, ice shards and earthquakes.

I wasn’t able to finish the teleportation spells which are a little bit special since they need additional UI activities such as selecting the teleport source and target and an approval by the teleported person. Therefor we have to have a lot tricky client-server communication.

Minor extensions:

Wands

Wands should have embedded gems

But to find some there was a need to have some. So I created 6 different gems with 6 different colors and cuts:

  • Diamond (blank)
  • Emerald (green)
  • Obsidian (black)
  • Ruby (red)
  • Sapphire (blue)
  • Topaz (yellow)

I build some wands in Blender but the effect is not implemented in Unity yet.

Spell List

To support optimization I build a spell list in csv with all spell parameter. This includes books and spell books in the item list.

Minor fixes:

GM can easily change health, mana and stamina for character, monster and itself now.

Overall level and experience was removed from the code.

Stun was possible already but it had no animation and there was nothing shown. Therefore it was difficult to see, if the target was stunned. Now I show the remaining seconds and an animation.

What Comes Next?

  • Finish and test teleportation magic
  • Protecting buffs (shields)
  • Dagger and maces

Jump and Stab

The teleportation spell required another character and not only NPCs. So I run a larger Client-Server test with expectable results. A number of functions, build in the last weeks didn’t work as intentioned. So I had to rework a lot of dedicated Client-Server communication.

Stab your beloved enemy

Poking around without a dagger in hand will look awkward. So I build over quite some days a set of dagger, or better 6 different blades with 2 colors (dark & bright) and 6 different handles with 3 colors (wood, leather dark, leather bright). That makes at the end 12 * 18 different daggers. And I don’t have rusty blades yet.

At the end I introduced four daggers using the stabbing skill into the game immediately:

  • Simple Dagger
  • Dark Stiletto
  • Mercenary Dagger
  • Curved Dagger

Minor extensions

  • GM selects skill from list and don’t need to know the correct skill name
  • Build Helper (one click build procedure)

Minor fixes:

  • Set foreign Health, Mana, Stamina for GM works now in Client/Server
  • I found the reason for an exception (Start issue with UMA) and removed it.
  • Issues with not correct shown short distances warps, different on each client.
  • Correct round to significant digits so it’s not shown with 1.23 E-2 but 0.0123.
  • Issues with name, displayName and itemName (further improvement necessary)

What Comes Next?

  • Blunt weapons
  • Wands
  • Area spells

We have already Abra ...

but Kadabra is still missing.

Oh – yes, I’m reworking the spell system and could create the first spell so it

  • can be learned
  • can be performed (incl. cast time and cooldown)
  • is seen via a related animation
  • has an effect (show the current mana field to the caster)
  • let a character learn the related skill
  • everything depends on the current skill level (of course nonlinear)

This includes reworking the storage of learned spells, an UI for learned spells, handling of spells, related to items etc.

There is still a lot to do, especially since a single spell is like the proverbial drop water on a hot stone and there is a need for much more spells. And I’d lie to myself if I’d say, everything around spells is already almost free of errors.

Swimming

There was a problem with islands. A character couldn’t reach them without any warp. There was no way to reach an island that has no stationary portal. So I extended the waterproof ability. Character with excellent or good abilities can swim, albeit very slow and with a huge stamina consumption. If a character can swim over it can create the target of a teleportation for a group onto the island.

P.S.:

Sad to say that my cancer is developing better than Anega. I need more painkillers again without the pain being completely gone. And it take me much more time to do the garden and household. This means that I can only work on Anega effectively for 2-3 hours a day so it’s quite slow.

Minor extensions

  • The nonlinear function collection got some more functions to simplify the usage.
  • Some more UI’s got tooltips.

 

What Comes Next?

A little bit Kadabra