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Guruu

Krator - Simply Addicting [NEW PROJECT LAYOUT]

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Some update notes:

Unique scripts for each...

Zuriels combat script completed
Statius combat script completed


Ancient brothers UI Completed
Dailies UI Completed.


Implemented a controller for Ancient brothers UI
The challenge is optional upon entrance. If accepted, UI Will be prompted. 
UI is draggable so you can move it out your way.
UI will display 
  your total damage contributed during its death if you even partcipated
  decision on whether u pass or fail the challenge phase will depend on 2 conditions
  if you participated in the death, this will then decide if you fail or pass. (20% higher damage contributed)
    note: U will not be able to leave after 20% you must kill the boss.
Also note this is a global minigame and not like instanced...how barrows is

Here are some images in regards to updates:


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UI is hover-able and toggle-able 
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Daily UI  has been tweaked to support categories
Hovers for ui also is now associated with each text
Rewoeked how server sends data so client cant update and draw interfaces appopiately (bug found by me from testing ui)

All the ancient brothers combat scripts are completed in terms of what attacks they will use, and when they switch 
The UI that is associated with mingame is also fully functional
 supports popup on entrance,
 decides completed/fail once boss attack is started and damage is contributed 

Daily system is basically now complete
 Supports new set of dailys each day. 
 supports increase daily current count 
 supports completed daily
 


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I've also been working on shit ui which will basically help me spawn all our npcs nice and spread easily and quick 
Players will never be able to see or use this but yeah, I've just been working on a lot of the smaller details to make the game ready to play once we are there. NO ETA on that just yet. Sorry for the wait.

for my use only
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Belfort has taken a lot of his time to create for us a wonderful simple and clean launcher. All credit goes to him for this 🙂 Awesome partner, and a great guy!
The play now button changes to update when their are updates required. 
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More on some updates I've been working on:

 Scene Manager to control Cut scenes and activity inside
 I basically went ahead and created a nice system to make everything look neat and organized and perform good
play and go to next scene, unloads unused scens when done with it
to put it simply, each scene contains tasks to play through, some scenes have multiple tasks playing during same scene for example 3 npcs doign something unique at the same time of actual scene
took some time to setup the script to handle multiple scenes fluidly. Basic system allows the ability to add/edit each npc's task based on programmers design.. so no easy way to do this then manually creating what each npc task is doing at what times. 

Here's what the end result of this update should feel like:

I'll have each city have some sort system to manage all npcs that are part of camp
	They will become visible/invisible based on some requirements.
	some will quests, others will be related to a reputation system.
	I'm going to take Belforts helping survivors idea which is integrated with discord, to be part of each city. 
	I'll have city based rescue requirements in terrms of what u need to do to bring back survivors.
	
Nothing will needed to be learned, it will all kinda flow naturally while u play the game. Lumbridge is the start city everyone will start at so if i can make it flow and work really well for starter area, players will already be looking out for these kinds of features across the game.

i was thinking is there would be a min cutscene to follow, it would show all the original npcs, and during the main interaction on first and onyl guy at lumby, you'll find out that they will eventually be visible when u get to the part of the story line
i could have them be shown too but idk would be intresting to see it populate and stuff
cause i want to make it so like you can use the npcs for something like idk +1 hp on eating food if u have one of the civilians do it

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Quest tabs are back, with functionality for (achievements, quests, infotab)
Quest progress saving  and same for achievement was all ported over including the systems to support them to work
Spawned some more npcs in edgeville...
New home was placed consists of a 2 and 1 half part home 
 home stuff in place with banks obejcts/fishing etc working again. 

 


Quests (has proper click to view progress) with red strikes on completed parts etc. 
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Our achievements will be listed in a way where we will be easily spread word of all new content and an idea of where it can be located!
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i originally had a drop editor and well basically i'm redoing it cause it was kinda messy before. This editor will basically be able to edit all rewards (drops/crates/ancient brothers rewards/future minigames) Mainly any reward that uses the style of (Uncommon, Common, rare, very rare, or/and specials)

09d71a21ebcc980118675fd6624b8fa3.gif - credits to omni for the sexy design 🙂

I will most likely be getting rid of empty boxes that are not being used + 1, so there will always only ever be 1 empty box available at the end of a list. This way i can also put a Pages options to switch pages if you decide to load more then 20 drops in the table. Since i do not want 20 more ids to be used for the container i decided pages would be best to reload the next 20 items. Should be cool

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Mainly have been working on the Rewards Editor UI. 

 

I have completed tons of stuff. 

Includes new tooltip hovers automatically based on container size

meaning lets say common has 2 items there will be 2 boxes with edit tooltips/menu actions

and invisible spots in the container will be "add new"

Also added some lazy proofing to the editor so i can click more to edit rewards rather than type as much

 

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theres a couple of others things being done in the back end to make sure everything works like handling noted item replacements and container selections etc.

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22 hours ago, Tater Pie said:

this is cool as fuck man these seem to be a bunch of custom areas you've made? amazing work guruu

 

In the future you should edit your post and add the content to that in spoilers though instead of spamming up your post js  this is very cool tho i might check it out sometime 

Thanks brotha :) Actually the maps where done my partner and Project manager Mr Belfort :). He didn't add custom areas except for the home (which was made by omni for me during an unreleased project of mine :D )

I'll defiantly keep that noted. 

 

Do check us out on the discord :) I post my updates there first before i post on forums with a block of updates :)

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