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Poll

do you agree with this kind of system for trainable stats

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Voting closed: January 31, 2016, 05:29:44

Author Topic: chakra control system (STATS)  (Read 29926 times)

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Offline NinjaMirage

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Re: Who is Asuma Senju
« Reply #135 on: January 19, 2019, 19:58:09 »
Hello friends I am Asuma Senju I AM Guardian of artifacts and this artifacts is very dangerous any manipulation is destruction of any place and every village be in one shot be destroyed i am 15Th Prime i take this my life mission to save this planet and i am guardian of this planet name Earth
Um that’s great but not really the focus of this thread. Try going here to post character history and info:
https://www.shinobilifeonline.com/index.php?board=10.0



Offline NinjaMirage

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Re: chakra control system (STATS)
« Reply #136 on: February 12, 2019, 13:58:50 »
New update coming soon.
I will have a new damage system and stat system ready for item and invintory creation.
And a few new UI systems.

Summery of the ideas are as fallows.

There will be 3 types of damage.
And 2 health bars.
One red representative of your  consciousness.
When this is sent to 0 you will collapse and remain unconscious until you recover at least 10 points.
This bar will recover at a set rate or maybe some form of modifier can be used to increase this amount. The bar will only recover to the amount of your Life Points.
I may also make this a value used to work in conjunction with a fader effect that will dim the main camera until you black out.

The Life point bar is representative of the physical damage your body sustained.
When this reaches 0 you will die.

This bar is effected by equipment such as armor.

The reason for 2 bars is to make an easy distinction between a KO and a Kill. In safe zones KO’s will happen but Kills will not. When your in a Kill zone or war your character will die. This also makes armor and weapons  more then just cosmetic, and will drive the economy of the game more so the food items don’t dominate the market.

The damage types will be  consciousness, Body, and Tic.

 Consciousness is pretty self-explanatory this will only decrease red bar of health.
(Taijutsu and Genjutsu)

Body damage will deal damage to your LP.
(Taijutsu, Ninjitsu, bukiujutsu)
Body damage will come 2 flavors of each normal and Critical. Any damage dealt while unconscious will be critical damage.

Tic damage is damage over time
(Will be almost exclusively bukiujutsu, using poisons and Bleed damage)

I will be uploading a video soon to demo the changes.
« Last Edit: February 12, 2019, 15:49:34 by NinjaMirage »



Offline Manuster

Re: chakra control system (STATS)
« Reply #137 on: February 16, 2019, 15:41:22 »
omg you're still adding to thiss. you madman, you're putting more work into this game than Vreg at this rate



lol vreg if youre reading this ily dont ban me
RIP my old sig, got too annoying for even me

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Re: chakra control system (STATS)
« Reply #138 on: February 16, 2019, 17:07:02 »
@Manuster what did you think of the UI example test I posted? I have made some changes to it since then. But I’m also working on a damage systems and the skills and stats UI sheet. But if vreg is not convinced I will probability try and start my own game because I’m convinced this is the right direction for a Naruto based game.



Offline Manuster

Re: chakra control system (STATS)
« Reply #139 on: February 17, 2019, 18:18:12 »
@Manuster what did you think of the UI example test I posted? I have made some changes to it since then. But I’m also working on a damage systems and the skills and stats UI sheet. But if vreg is not convinced I will probability try and start my own game because I’m convinced this is the right direction for a Naruto based game.

ngl i hadnt read it before but now i have it genuinely looks good

however instead of having armor only affect "life" and not conscienceness, why not have a variety of armor that can affect one or the other or both

and genjutsu should deal extrra damage to consciousness and less to life, taijutsu/kinjutsu doing less to consciousness and more to life with ninjutsu doing equal amounts to both. making a variety of fighting styles important in targeted KOs or kills
RIP my old sig, got too annoying for even me

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Re: chakra control system (STATS)
« Reply #140 on: February 17, 2019, 18:41:54 »
Sorry I was not clear. Genjutsu would do the most to conscienceness. But adding an item resistance to this would nerf the Genjutsu too much. Consciousness will regenerate fast - full in less then 5 seconds unless your KO.

A demo of this is coming soon.
« Last Edit: February 17, 2019, 19:21:35 by NinjaMirage »



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Re: chakra control system (STATS)
« Reply #141 on: March 20, 2019, 11:52:29 »
Ok soon is a relevant term on SLO. Lol
I have run into a snag probably because I’m not entirely sure I know what I’m doing.

It would appear damage calculation and regen is slightly more complicated then I expected. I probably did something wrong with the memerory allocation because unity is saying that the stack is overflowing.  I’m still working on figuring it out but I do have a working Stat system and physical energy and spiritual energy bars.  I will post the code for them soon.



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Re: chakra control system (STATS)
« Reply #142 on: October 20, 2019, 01:28:20 »
Well Unity’s Going DOTS, and the object oriented programming Prefabs of the last 5 years are basically useless. No wonder SLO has slowed in Updates.

But I think ECS and the Job system will make implementation of molding chakra very low impact on performance now. Almost no cost at this point.



Offline Nova

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Re: chakra control system (STATS)
« Reply #143 on: October 20, 2019, 10:19:46 »
That's why Vreg was talking at one point about restarting in Unreal rather than Unity because he didn't want to deal with random updates that would basically nullify his work.

Last time I heard of that though was when he said he purchased an online course for unreal. And that's been a few months already.
Whether he has made any progress on said course is something I don't know. Wish he would be more open about it, but it is what it is.



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Re: chakra control system (STATS)
« Reply #144 on: October 20, 2019, 23:16:35 »
This project is not that far along, it would be easier to convert what we have to ECS then to start over with another engine. If he uses the hybrid system, when the engine goes full ECS in 2020 all he will need to do is drop the game object entity components and implement the prefab names as shared entity components.

The up shot to this is no more Lag hits!!



 

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