- Game Shutting Down - 17 November 2020
No surprise here but I have been unable to continue working on this game for a while now for various reasons. This is just the official announcement that this game is closing down. I think some of you who have tried playing this recently weren't even able to log in or were experiencing other major issues due to lack of maintenance, especially on the database side. I'm really sorry about that. I am now unable to keep the payments going to keep this game online and, as some of you know, the game project itself broke on me and data was lost. This was my own fault for not being as careful as I should have been and not being familiar enough with game development. I would love to remake this project with all the things that I've learned, including database management, but that's for the future. For now I will be contacting Steam to take this game off the store. Thank you to everyone who suppo…
- Patch Notes v0.15 Battle UI Overhaul - 20 February 2018
This patch overhauls the battle UI This new UI is more compact and cleaner than what we had going on before. video of UI in action Major Bug Fixes A lot of code was redone for how abilities are used and queued up. This was tedius but the result is that some major bugs have been squashed. But there might be some new ones showing up now so we'll see how that goes... Fixed bug where abilities would sometimes cast twice Fixed bug where an ability would only be casted half way and the queued up ability would then start up Fixed a bug where ability casting animations would sometimes play twice Fixed bug where Recharge would cast twice resulting in the Recharge visual effect being permanently on your monster Fixed bug where queued ability after a Recharge command would result in the queued ability casted while still Recharging the entire time
- Patch Notes v0.15 Battle UI Overhaul - 20 February 2018
This patch overhauls the battle UI This new UI is more compact and cleaner than what we had going on before. video of UI in action Major Bug Fixes A lot of code was redone for how abilities are used and queued up. This was tedius but the result is that some major bugs have been squashed. But there might be some new ones showing up now so we'll see how that goes... Fixed bug where abilities would sometimes cast twice Fixed bug where an ability would only be casted half way and the queued up ability would then start up Fixed a bug where ability casting animations would sometimes play twice Fixed bug where Recharge would cast twice resulting in the Recharge visual effect being permanently on your monster Fixed bug where queued ability after a Recharge command would result in the queued ability casted while still Recharging the entire time
- WIP New Health/Mana/Stamina and Active + Queued Abilities UI - 13 February 2018
imgur More attempts to update the UI to be more simple and clear. This is the Spectator view so no controls are displayed and the Fireball queue UI on top of the dino(Brydon) is part of the old UI that is replaced by the slicker ability bars right on top of the healthbar
- WIP New Health/Mana/Stamina and Active + Queued Abilities UI - 13 February 2018
imgur More attempts to update the UI to be more simple and clear. This is the Spectator view so no controls are displayed and the Fireball queue UI on top of the dino(Brydon) is part of the old UI that is replaced by the slicker ability bars right on top of the healthbar
- WIP Testing New UI for Abilities in Battle - 11 February 2018
imgur
- WIP Testing New UI for Abilities in Battle - 11 February 2018
imgur
- PATCH NOTES V0.14 - 28 January 2018
—– Patch v0.14 —– Techniques Techniques are in the game. You will now have the option to switch the Recharge Technique for a different one. Techniques work just like regular abilities, except that they do not cost any resources to use and have no EX versions. These are the Techniques coming in this patch. -Normal Type * Recharge lets your monster regenerate Mana at an increased rate that scales with your monster’s Mana stat. * Dive is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again. * Focus(no longer an Ability) gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%. -Fire Type * Flame On is a Techniq…
- PATCH NOTES V0.14 - 28 January 2018
—– Patch v0.14 —– Techniques Techniques are in the game. You will now have the option to switch the Recharge Technique for a different one. Techniques work just like regular abilities, except that they do not cost any resources to use and have no EX versions. These are the Techniques coming in this patch. -Normal Type * Recharge lets your monster regenerate Mana at an increased rate that scales with your monster’s Mana stat. * Dive is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again. * Focus(no longer an Ability) gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%. -Fire Type * Flame On is a Techniq…
- Dev Preview - Techniques - 17 January 2018
Lately I’ve been working on giving players other options rather than forcing monsters to have the base ability Recharge. The idea is that there would be another ability slot that you could customize and only certain abilities would be available for that slot, and that slot only. This means that you would only be able to have one of these special abilities equipped at a time. For now I’m calling these special abilities “Techniques”(couldn’t come up with anything better). Being able to swap out Recharge is something that made more sense after introducing Dugo to the game and wanting there to be a dive mechanic for him. Following the last patch that made Mana recharge over time, letting go of Recharge is now possible. With this change, you now have the option of swapping Dugo’s Dive for Recharge if you wanted to. At this time, Techniques work just like regular abilities, except that they d…
- Dev Preview - Techniques - 17 January 2018
Lately I’ve been working on giving players other options rather than forcing monsters to have the base ability Recharge. The idea is that there would be another ability slot that you could customize and only certain abilities would be available for that slot, and that slot only. This means that you would only be able to have one of these special abilities equipped at a time. For now I’m calling these special abilities “Techniques”(couldn’t come up with anything better). Being able to swap out Recharge is something that made more sense after introducing Dugo to the game and wanting there to be a dive mechanic for him. Following the last patch that made Mana recharge over time, letting go of Recharge is now possible. With this change, you now have the option of swapping Dugo’s Dive for Recharge if you wanted to. At this time, Techniques work just like regular abilities, except that they d…
- Outline Effects - 23 December 2017
Trying out some slight outline effects in the game. I had hard outline effects in the past but felt like it was too much and scrapped it completely. Now i'm trying again but with a much more subtle effect. This should help make the monsters stand out a bit more in battles while idle, which is important if I want to have customizable arena colors. Here are a few shots of it Might not look too different but it's very apparent in-game.
- Outline Effects - 23 December 2017
Trying out some slight outline effects in the game. I had hard outline effects in the past but felt like it was too much and scrapped it completely. Now i'm trying again but with a much more subtle effect. This should help make the monsters stand out a bit more in battles while idle, which is important if I want to have customizable arena colors. Here are a few shots of it Might not look too different but it's very apparent in-game.
- Patch Notes v0.13.5 - 4 December 2017
----- Patch v0.13.5 ----- Visual - Modified the UI on monsters during battles to be less obtrusive and take up less space. This should especially help when battling with low level monsters where the UI would sometimes cover a good portion of the monsters up Gameplay - Time that it takes for the Counter base ability to activate has been increased from 0.6s to 0.7s - Increased the scaling of health from 2hp to 3hp per Health stat point. Abilities - Energy Ball mana cost increased from 20 to 25 mana - Water Shot damage decreased from 15 to 12 Bugs - Fixed a bug where the stamina cost for dashing was not being scaled with the monster's speed stat. Monsters with lower speed will now notice their stamina cost for dashing has increased. - Fixed a bug where Gribbit's shooting animation was not being used for certain abilities
- Patch Notes v0.13.5 - 4 December 2017
----- Patch v0.13.5 ----- Visual - Modified the UI on monsters during battles to be less obtrusive and take up less space. This should especially help when battling with low level monsters where the UI would sometimes cover a good portion of the monsters up Gameplay - Time that it takes for the Counter base ability to activate has been increased from 0.6s to 0.7s - Increased the scaling of health from 2hp to 3hp per Health stat point. Abilities - Energy Ball mana cost increased from 20 to 25 mana - Water Shot damage decreased from 15 to 12 Bugs - Fixed a bug where the stamina cost for dashing was not being scaled with the monster's speed stat. Monsters with lower speed will now notice their stamina cost for dashing has increased. - Fixed a bug where Gribbit's shooting animation was not being used for certain abilities
- Patch Notes v0.13 - 1 December 2017
----- Patch Notes v0.13 ----- Gameplay - Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster's Mana stat. - Recharge is still a good ability but now simply regenerates your mana faster. - Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water. Basically the same as before - Recharge is currently still equipped for all monsters except Dugo This will be changing soon. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example. - Stamina-Only abilities will now k…
- Patch Notes v0.13 - 1 December 2017
----- Patch Notes v0.13 ----- Gameplay - Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster's Mana stat. - Recharge is still a good ability but now simply regenerates your mana faster. - Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water. Basically the same as before - Recharge is currently still equipped for all monsters except Dugo This will be changing soon. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example. - Stamina-Only abilities will now k…
- Dev Build Testing: Resources & Knockdowns Changes - 29 November 2017
- More changes to Mana & Stamina Mana and Stamina have gone though lots of changes since release. Here I'm trying a few more. - Problems with Mana & Recharging Recharging became a problem because it was the only way to regenerate mana, other than the Dive ability that only Dugo has access to. While this made it more unique, it also restricted me quite a bit. Recharge became a mandatory ability. I had recently made it so that using an ability only stops the regen of the resources it requires. This meant that using a Mana only ability no longer prevented Stamina regen. I think this is really interesting because it worked towards my goal of having a less passive way of managing your resources. But I couldn't do the same with encouraging the use of Stamina only abilities because mana doesn't regen passively. - Problem with Knockdowns Knockdowns used to benefit the monster left standing much…
- Dev Build Testing: Resources & Knockdowns Changes - 29 November 2017
- More changes to Mana & Stamina Mana and Stamina have gone though lots of changes since release. Here I'm trying a few more. - Problems with Mana & Recharging Recharging became a problem because it was the only way to regenerate mana, other than the Dive ability that only Dugo has access to. While this made it more unique, it also restricted me quite a bit. Recharge became a mandatory ability. I had recently made it so that using an ability only stops the regen of the resources it requires. This meant that using a Mana only ability no longer prevented Stamina regen. I think this is really interesting because it worked towards my goal of having a less passive way of managing your resources. But I couldn't do the same with encouraging the use of Stamina only abilities because mana doesn't regen passively. - Problem with Knockdowns Knockdowns used to benefit the monster left standing much…
- HOTFIX #2 V0.12 - 15 November 2017
KOTH Arena - Added logic to KOTH Arena to handle Draws. Was glitching the game mode out. Both Trainers will earn 100 bits and should rematch. - The win reward has been brought down from 300 bits to 200. The losing reward has been brought down from 100 bits to 50 bits. Abilities - Charging abilities that require being a certain distance from the enemy in order to use will now check the distance once again after the initial charge up time is completed. If at this point the enemy monster is too close the ability will be interrupted. This was done to prevent charging attacks like Charge and Tackle from executing from short distance which made them odd to deal with at times. - Fixed another bug that resulted in melee abilities activating before actually being in range, resulting in your monster doing no damage and looking pretty silly. AI - Added logic for enemy AI to better handle queuing u…