Game updates and news
In the next couple sections we'll be discussing the current state of combat and how it is changing. To give a glimpse into how much work has been done the last few months the original game was created using ~500 commits (think of them as units of work). The combat rework & guilds changes encompass a whopping 700 commits and more code than had been written for the entire game prior to this update. I know it may have appeared as if the game were dead/dying but the reality of what we are trying to accomplish pushed us to our limits. We appreciate all those who have stuck with us. We are still dedicated to making a fantastic game and are eager to move past this giant rework! Without further ado I give you the combat rework.
Where we come from
- 10 Combat Zones
- 4 Affinities
- 48 Skills (not all can be unlocked by a person at once)
- 1 on 1 Combat
- A focus on a 1-hit KO meta
- A system that required dozens of hours to implement a handful of skills or a new combat zone
Where we are going
- 9 Combat Zones. 1 Introduction zone and 8 elemental zones
- 5 Affinities (Wizard being the new affinity)
- ~150 Skills (all can be unlocked)
- Many vs Many combat
- A diverse meta that encourages challenging yourself and your build.
- A complex editor that lets us create new content without having to write a line of code.
How we are getting there
Maybe this title should be "How we got there" but the reality is we aren't QUITE done yet. I'll start with the core of the system and what we do have done.
The editor was where we started our journey. Originally we did not plan on building an editor but as we realized how complicated the new system would be we knew that manipulating the data through migrations would become unmanageable. We would need to spend dozens of hours in order to create a skill properly and balancing that skill would require manipulating variables in multiple database locations. The number of people that would have been able to accomplish that was 1 (the one who built it). This would mean hundreds of development hours spent on what would effectively be "grunt work". After much debate we decided to front load those hundreds of hours by building ourselves an editor. Without a doubt it was the best decision we ever made. The editor let us build out the framework for the new system. We identified potential flaws in our design, expanded on areas we knew we would be interested in, and removed features we found may be unenjoyable or would compromise the integrity of this new system. To date the editor is now able to do the following:
- Create/Edit Combat Zones
- Create/Edit Items
- Create/Edit Combat Skills
The editor was not only fundamental in our ability to populate the test server (Huge thanks to [TTF]Dragon) but will also be a guiding tenant in future features. We plan on integrating the World Event system (which needs to be redone) into the editor so that we are able to create fun and intriguing events on a whim. We hope to continue building out new features that allow our content creators to have easy access to true "GM/Admin" systems within the game. We foresee a future where the developers are able to focus solely on new feature development while the content team (currently Dragon and RoarBee) drive the game forward with new content and stories. I could write books on the complexities of the editor however since it is not a "player" facing feature we can leave it at that!
The New Combat Workflow
The previous combat system utilized a very simple combat workflow. Player casts ability/uses item -> Enemy casts ability -> determine who is dead -> give rewards -> get next enemy. On a fundamental level that is a perfectly fine system however when you start to look at balancing skills and creating harder enemies that rigid structure limits you to a point where balance is impossible. We knew from the get-go that the new combat system needed to have a dynamic workflow that allowed us to create new abilities/systems that had opportunities for unique interactions. This led me to design a Priority Queue combat workflow. The system works
October 27th, 2018
- Guilds is now on the test server!
- Expected public release is in the month of November.
- Progress can be seen here: Trello
- Edit Guild Information - Permissions on Everything - You Can Now Dismiss Your Rejoin Invite After Leaving a Guild - Added Guild Blocks to Atrium and Upgrade Process to allow others to help build the guild. - Pay for Guild Additions and Upgrades from Inventory OR the Vault - Added Guild Prestige - Vault - Add/Remove Page - Add Stack - Deposit/Withdraw Item - Delete Stack - Shows Stack Usage - Cleaned up Guild Atrium Pages
- Add Quantity to Construction Process - Add Guild Block Recipes - Quantity decreases as you process item and proper number are distributed when you complete the process - Guild Buildings and Additions now require Cloth!
- Favorites - Toggle Favorite from inventory - Can be Disabled - Hide Disabled Items where Items can be found (Elder Shrimo anyone?)
- Favorites - Toggle Favorite from inventory - Toggle Favorite from any component list within a recipe - Toggle Favorite from sell component list
- Favorites - Toggle Favorite from profile - Toggle Favorite from sell equipment list
Chat (Changes that are already in production)
- Mod/Pateron Colors - Shorten Name Bug Fix - Text Restrictions
- Guilds is fully Mobile Friendly - Navbar background no longer transparent on mobile - Some columns refactored to look better on smaller displays - Some information hidden in very small screens that isn't super important (rotate horizontal to see it lol) - Hide Chat since it wasn't readable
Registration (changes already in production)
- Restrict fields to db max sizes - Clean up weird characters from your username before you register
- Updated family size.
- Show Guild Tag and Username with less code - Links to user profiles now include guild tag too - Guild Information / Leaderboard - Guilds are ranked by Prestige in the Guild Information Screen (leaderboard area) and in the Guild Districts (this is earned as guilds grow and participate in guild activities but can be lost as well)
- Add Reddit Link to the game splash page - Make Discord and Reddit Links open in new pages - Add Trello Link
- Show N/A if there isn't any Mastery
- Add 'Logs' and 'Ore' manual filters to Material Listings which should show all logs/ore respectively.
- Guild Tab - Display Prestige on Guild Home and Player Profile Guild Tab
Talibri Day Update!
Results Are In!
Thank you everyone for participating in the contest! Winners have been chosen and prizes are being sent out. See the Submissions
Happy Talibri Day everyone!
In honor of our first anniversary, our second contest has begun! Details here: https://www.reddit.com/r/Talibri/comments/8n19n1/contest_anniversary_meme_contest_ends_6218/
May 29th, 2018
- New job processing system! (Means server is more efficient/better than ever!)
- Components data structure reworked to be about 300% faster than it was before
- Equipment creation now allows for component filtering by stat
- Component breakdown is re-enabled and will be processed in the background