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TextCraft RPG

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Selexin
(@selexin)
Prominent Member

Another idea: random chance to get rare elites - after killing 10 mobs in a dungeon, fight first boss, after 20 mobs, fight second boss etc. etc. Bosses and Rare elites to drop the items? I am enjoying it, even in its simplicity, great work @Defuzed!!! Also, when does leaderboard update?

I was planning on doing it that way actually, since I feel that is the best way for now to add bosses and loot drops to the game, still figuring out how to implement it proper but sure I'll get it out later this week, and for the leaderboard, it doesn't update yet since I haven't gotten to create my database yet. Hoping to get that done today and also implement my chat system so you can write to people who are currently playing in the same zone as you.

This is a great fun game, even in it's current simplicity - happy to provide feedback/suggestions. Send me a PM if you want to chat.

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Posted : 01/05/2019 9:14 pm
(@ironbrutzler)
Reputable Member

Entered and killed a level 5 in Westfall while I was level 3, agility stack op? 93d 5cp evis with 10agi

Yeah same with Warrior with Str build but at around lvl 15 they mobs have enough hp so they do way more damage.

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Posted : 01/05/2019 11:01 pm
(@defuzed)
Trusted Member

Stacking one stat works the first levels but as you get higher they start hitting a lot harder, which means you either need to be stacked on potions or get yourself some more hp. I am going to nerf the damage tho since it is a basic multiplier of you attack power. I'm thinking of increasing the base damage of the abilities but reduce the curve of how it scales with your attack power so that mobs higher up will feel like they are way stronger than right now. So far by playing myself i feel the balance is decent considering there is only 2 abilities per class atm, and it gets way harder at around thousand needles/marudon.

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Topic starter Posted : 01/05/2019 11:12 pm
(@raven)
Estimable Member

Is there a way of seeing how much damage something does without dealing damage // taking damage first? Perhaps like a tooltip system. It would also help identify what flee/potions/food/water does exactly.

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Posted : 02/05/2019 6:36 am
(@defuzed)
Trusted Member

Is there a way of seeing how much damage something does without dealing damage // taking damage first? Perhaps like a tooltip system. It would also help identify what flee/potions/food/water does exactly.

The attack power is supposed to be an indication of how much damage you will do, but I understand it's kinda missleading since I haven't released the ability damage multipliers

If you hold over the bottom number on the food/potions it tells you how much it gives, I haven't fixed it to be on when you hover over the button but only the number

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Topic starter Posted : 02/05/2019 7:51 am
(@raven)
Estimable Member

A level 1 Murloc gives me 59exp and 1gold, which at level 5 takes me 2 sinister strikes and an evis
Level 2 Murlocs give me 68exp and 2gold, which at level 5 takes me 2 sinister strikes, an evis and an auto
Level 3 Murlocs give me 77exp and 3gold, which at level 5 takes me 3 sinister strikes, an evis and an auto

Level 3 Bandits give me 77exp and 3gold, which at level 6 takes me 3 sinister strikes, an evis and an auto
Level 4 Bandits give me 86exp and 4gold, which at level 6 takes me 4 sinister strikes, an evis and 3 autos

Which tells me farming lower level mobs is easier, quicker and thus more efficient. Perhaps something you can take into account with which direction you want it to go in

Edit:
Another thing I was just thinking about is gold usage, I have 81g at level 7 and I haven't used any of my pots etc, whilst this might not be the case at higher levels perhaps its worth thinking about expanding the shop in the future, maybe replacing water with thistle tea for rogues, stat increasing pots etc too. Just some extra food for thought ya know

Edit edit:
Just a few more food for thoughts, playing only a Rogue I figure I can give some insight into it. Assuming those 3 empty slots (4,5,6) are for future abilities could I suggest something like a kick or kidney on cooldown? A kidney could require CP and render the target stunned (unable to attack) for turn*cp also interrupting casts etc. A kick could have a cooldown of x turns but interrupt casts, useful against mobs like Defias Pillagers.

Edit edit edit:

I have no idea what level these zones are, spooky indeed considering flee doesn't work 100% of the time.

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Posted : 02/05/2019 8:36 am
(@defuzed)
Trusted Member

A level 1 Murloc gives me 59exp and 1gold, which at level 5 takes me 2 sinister strikes and an evis
Level 2 Murlocs give me 68exp and 2gold, which at level 5 takes me 2 sinister strikes, an evis and an auto
Level 3 Murlocs give me 77exp and 3gold, which at level 5 takes me 3 sinister strikes, an evis and an auto
Level 3 Bandits give me 77exp and 3gold, which at level 6 takes me 3 sinister strikes, an evis and an auto
Level 4 Bandits give me 86exp and 4gold, which at level 6 takes me 4 sinister strikes, an evis and 3 autos

Which tells me farming lower level mobs is easier, quicker and thus more efficient. Perhaps something you can take into account with which direction you want it to go in

I'm planning on implementing the same system as wow uses with lower level mobs will decrease the exp gained, just havn't gotten to that yet.

Another thing I was just thinking about is gold usage, I have 81g at level 7 and I haven't used any of my pots etc, whilst this might not be the case at higher levels perhaps its worth thinking about expanding the shop in the future, maybe replacing water with thistle tea for rogues, stat increasing pots etc too. Just some extra food for thought ya know

The shop in it's current state is very far from what i want it to be, i am also adding silver and copper and then it should be a bit harder to obtain gold. Proffesions is also something im planning on making which could be the source of stat increase potions.

Overall the shop and currency system is very flawed right now.

Just a few more food for thoughts, playing only a Rogue I figure I can give some insight into it. Assuming those 3 empty slots (4,5,6) are for future abilities could I suggest something like a kick or kidney on cooldown? A kidney could require CP and render the target stunned (unable to attack) for turn*cp also interrupting casts etc. A kick could have a cooldown of x turns but interrupt casts, useful against mobs like Defias Pillagers.

Kidney shot is something I'm actually sitting with right now, the plan is to make it stun them for x amount of turns and interrupt thier special attack resetting it to 0. Ability cooldowns is something I'm also working on right now, since at this moment warriors can just spam mortal strike which deals more dmg and cost close to the same amount of rage as heroic strike making heroic strike pretty useless. Cooldowns will probably make it into the game in the next update i make.

Edit edit edit:

I have no idea what level these zones are, spooky indeed considering flee doesn't work 100% of the time.

I used to show the zone levels over the zone itself but it ended with taking up too much space and making it rather annoying to look at. I think I'll be adding the zone levels in the console, so it says "You have travelled to [Zone] (Lvl x-x). Or something simular to that

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Topic starter Posted : 02/05/2019 10:50 am
(@defuzed)
Trusted Member

I have finally gotten a new domain for the game which is www.text-craft.com. Head over there, I will try to find a way to get everyone's progress over if possible! All future updates will happen on the new domain!

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Topic starter Posted : 02/05/2019 11:13 am
(@couchatron)
Estimable Member

So is there any reason to choose Agility over Strength? It appears to add the same amount of AP while strength also increases health.

Are there perhaps plans to add critical strike chance?

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Posted : 03/05/2019 8:25 am
(@defuzed)
Trusted Member

So is there any reason to choose Agility over Strength? It appears to add the same amount of AP while strength also increases health.

Are there perhaps plans to add critical strike chance?

I have been making the crit/miss/Dodge functions today and are going to implement them on my next update.

And for the stats the attack power depends on your class, warrior gets more attack power from strength and rogue gets more from agility etc.

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Topic starter Posted : 03/05/2019 9:40 am
(@ironbrutzler)
Reputable Member

Is there a way you could implement a Changelog?

So we and others see what you changed and when. Would be a cool nice to have feature.

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Posted : 03/05/2019 9:46 am
(@defuzed)
Trusted Member

Yea that's a good idea actually, I'll add that next update as well!

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Topic starter Posted : 03/05/2019 10:56 am
 Cram
(@cram)
Eminent Member

Great time-sync!

When I get out of combat with let's say 93HP. Then reg to like 130HP. And then reload the page I start off at 93HP again.
Bug?

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Posted : 04/05/2019 5:49 am
(@defuzed)
Trusted Member

This is something I've done on purpose to increase performance in the browser and to prevent refresh "exploiting" right now it only saves once you hit 100% health. Or if you do an action

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Topic starter Posted : 04/05/2019 1:49 pm
 tedj
(@tedj)
Active Member

DUDE. Fucking DUDE. This is fucking AMAZING.

Listen right, for background, I'm a web developer for many years now. I always worked with the latest tech and all that shit - and this, is, beautiful. This is actually tremendously good work! I'm so interested in this!

What language is it on?
Is it full frontend, or do you have a backend to support it?
How long have you been doing web dev? I saw you started 3 months ago, but for someone with 3 months of experience, this is really good!
Is there a public repo I can take a look on and maybe contribute some code?
Did you do the design yourself?

Arrghh.

edit: here's a few things you could improve on:

  • On click abilities, do a graphical event (e.g. add an inner shadow whilst clicked)

  • Similarly, add a :hover on abilities (maybe inner shadow white with low density)

  • On mouse hover abilities, show their damage, cost, etc

  • Should probably "uglify" the code on webpack compiler to avoid sneak asses like me to read your code and modify it :lol:
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    Posted : 05/05/2019 5:14 pm
    (@defuzed)
    Trusted Member

    Haha thanks a lot! I started studying web development August last year for the first time, and have been going on/off this project the past 2-3 months.
    Right now the project is only frontend made in JavaScript, I am close to getting a bit of backend up and running but it takes time since it's my first time working backend :)

    I don't have a public repository since this was just a side school project and have used it as my way of doing most of my school assignments, I will probably make one soon though.

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    Topic starter Posted : 06/05/2019 12:51 am
    Selexin
    (@selexin)
    Prominent Member

    Haha thanks a lot! I started studying web development August last year for the first time, and have been going on/off this project the past 2-3 months.
    Right now the project is only frontend made in JavaScript, I am close to getting a bit of backend up and running but it takes time since it's my first time working backend :)

    I don't have a public repository since this was just a side school project and have used it as my way of doing most of my school assignments, I will probably make one soon though.

    Looks like there are a lot of experienced web devs in this forum, use them to bounce ideas of and get advice, it will be invaluable. Plus the more help you get, the quicker you can implement changes for greedy people like me who want features for this awesome game!!! :)

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    Posted : 06/05/2019 1:52 am
     tedj
    (@tedj)
    Active Member

    Defuzed, that's great progress then. I suspect you *might* be using React? Considering your low experience (no offense), I assume your use of Webpack is all from the automated React's create-react-app repo? That or VueJS.

    You should most definitely push it all to github for a multitude of reasons:

  • You get version control which allows you to see what went wrong/revert

  • You can create PR (pull requests) on your new features and see all the code changes you've done and catch any bad stuff

  • It's the industry standard so it's transferable knowledge to a future job

  • You can make it public and get people to comment or contribute, either way you win because you learn from those

  • Or you can keep it private and still have all of the previous points

  • You can use Github to deploy Continous Integration systems (and learn about them) that continuously deploy once you merge to master
  • I've got loads of years of web dev, and more importantly, of mentoring new starts, and I could definitely give you many advices to make you advance faster!

    Do you have any experience with git?
    Did you do the design yourself?

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    Posted : 06/05/2019 6:12 am
    (@defuzed)
    Trusted Member

    tedj j i havnet used react or vueJS, the webpack was something we had to try in school and so I applied it to the project, everything is done and coded by me in vanilla js. I got some experience in git as well and use it daily for all my assignments, this one is on a private repo but since it was a standard school assignment when I made it and contain other assignments as well then I said no to the project itself having a repo.

    The borders I got from a fan side, icons is from here, background is from wows offecial website and rest is all my work.

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    Topic starter Posted : 06/05/2019 1:09 pm
    (@anonymous_1607109007)
    Honorable Member

    this is really cool m8
    need a username/pass for using on different browsers
    its pretty barebones atm but has a lot of potential, enjoying nonetheless
    mobile layout when?

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    Posted : 07/05/2019 3:44 pm
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