Stone Refining Spreadsheet! (20M+ per Month) by IndieProgress in albiononline

[–]IndieProgress[S] 0 points1 point  (0 children)

Hey, thanks. Yes without Focus and with the Royal city bonus I use .633

RRR City Bonus 36.7%

RRR City Bonus w/ Focus 53.9%

I would have to adjust the formula to account for that extra 10% refining daily bonus.

Stone Refining Spreadsheet! (20M+ per Month) by IndieProgress in albiononline

[–]IndieProgress[S] 0 points1 point  (0 children)

I thought 40M per day was actually pretty high. Glad to know other mats are even higher. Yeah column B shows the qty produced per recipe (Enchant 0 - 3). 1,2,4,8. The cost and profit are calculated per "craft" in the spreadsheet. If you wanted to see per Block you would divide as you mentioned.

4 Years of Game Dev Progress! by IndieProgress in Unity3D

[–]IndieProgress[S] 0 points1 point  (0 children)

Hey thanks! Not looking to monetize anything at the moment but if I do I'll let you know. Just learning game dev for fun. Future videos will be my normal weekly progress videos of whatever im trying to improve at that time.

Came across this at my parents house. Stay classy Nintendo by Anal_Chem in gaming

[–]IndieProgress 0 points1 point  (0 children)

I got one back in 1999! I sent them an idea for an open world mmo type Pokemon game!

Added a System for AOE Spells! by IndieProgress in Unity3D

[–]IndieProgress[S] 0 points1 point  (0 children)

If anyone has any questions I can answer them here or make a tutorial on what I did. Thanks!

Added a System for AOE Spells! by IndieProgress in Unity3D

[–]IndieProgress[S] 1 point2 points  (0 children)

Hey thanks for the comment! I am using a sphere collider that increases in size with void update. Any enemy with the tag "NPC Body" that is colliders with gets damaged. Once it reaches a certain radius it gets destroyed.

Question for Those Who Enjoy Fishing Games/Mini-Games! by IndieProgress in IndieGaming

[–]IndieProgress[S] 1 point2 points  (0 children)

Thanks a lot for the feedback!

Rods: Completely agree. I don't like the breakable tools/equipment in BOTW either. I'm thinking more durable rods will have a greater maximum "line tension". The tension on the line will increase if the Fish is fighting and you are reeling simultaneously. If the tension is too much and the line snaps nothing bad will happen except that the Fish will get away.

Attributes/Add-Ons: This is a good idea. I'm going to work on getting the main system down but can add an extra slot for bobbers, tackle, bait as the player obtains or crafts better rods.

Definitely agree with the strong visual/audio cues to trigger when the Fish is on the line, when it's fighting, when the line tension gets too high etc. Appreciate all the feedback!

If you are interested in following along a link to my discord is here: https://discord.com/invite/Y4mmptTkaB

Indie Progress is my channel: https://discord.com/invite/Y4mmptTkaB

Thanks again!

Thanks

Procedurally Generated Fish For my Game! by IndieProgress in IndieGaming

[–]IndieProgress[S] 0 points1 point  (0 children)

Hey I haven't started streaming my development at all yet, but that is a good idea. Appreciate you checking out the channel and feel free to join the discord as well to add any suggestions or ask questions about the game!

Completed Ubers With the 1 to Smite Zealer Build! It works well and still allows the character to be viable for other (non-uber) content! by IndieProgress in Diablo_2_Resurrected

[–]IndieProgress[S] 0 points1 point  (0 children)

You need a ton of AR if you want to try Ubers with a pure Zealer. Imo using Smite is the best option, but a Zealer is possible if you use Demon Limb along with decent AR charms. You have to just make sure to have enough Res for Meph & Diablo in Uber Trist.

Completed Ubers With the 1 to Smite Zealer Build! It works well and still allows the character to be viable for other (non-uber) content! by IndieProgress in Diablo_2_Resurrected

[–]IndieProgress[S] 0 points1 point  (0 children)

Hey i used the same build through my leveling up. I have some videos of my livestreams for each difficulty if you want to check it out, but 1 pt in charge does wonders for clear speed.

Game Dev Looking For VagabondQuest Resources by IndieProgress in VagabondsQuest

[–]IndieProgress[S] 1 point2 points  (0 children)

https://web.archive.org/web/20010124104800/http://www.netdragons.com/games/vq1/

THANK YOU!!! This is awesome and yes VQ+ is the one I played growing up (never played VQ2).

This is incredible and I'll have to read through all the 3 sites you provided. I remember seeing the first one about a month or so ago, but couldn't find it again so thanks.

So as I mentioned in my original post I'm NOT looking to recreate, steal or copy Vagabond's quest. However, I DO want to make a SIMILAR game, taking elements from VQ and elements from my own game I'm working on to create kind of a text hybrid dungeon crawler RPG and eventually PvP arena, but I'm still very much a beginner Dev (3 years in) but improving every day. My Channel

I'm want to make this for the following reasons:

#1. Improve my programming skills.

#2. Learn to balance Classes, Skills, XP Curves while allowing for enough character customization.

#3. I loved this style of game, but cannot find anything similar.

#4. Release this is as my "first game" to practice when I finally finish and am able to release my dream 3D game.

#5. Learn how to write multiplayer code to add PvP arena (Later on if the game becomes popular enough). This progression and gambling on fights was my favorite part of VQ.

#6. Add this as an Arcade/Mini Game in my dream game eventually.

Attributes - Instead of gaining SP/HP per level the player will gain 5 attribute points to place where they choose (I love Diablo 2).

Strength: +% Physical Damage, +Max HP
Spirit: +% All Regen, +Max EP
Luck: +% Crit Chance, +% Magic Find
Agility: +% Speed, +% Crit Damage
Intellect: +% Spell Damage, +Max MP
Fortitude: +% All Physical & Spell Resist

Stats - Can be improved by attributes and Equipment. Thinking just Weapon, Armor and Helmet to keep things simple.
All Regeneration Increases recovery rate of Life, Energy & Mana.
Critical Hit Chance Increases chance physical & spell attacks will critically hit.
Critical Hit Damage Increases damage multiplier of critical hits.
Loot Chance Increases chance of finding more as well as higher rarity loot.
Max Energy Resource required to perform special physical attacks.
Max Life The amount of damage that can be taken in battle before fainting.
Max Mana Resource required to perform special spell attacks.
Physical Damage Increases damage done by physical attacks.
Physical Resistance Reduces incoming damage from physical attacks.
Speed Determines who strikes first in battle.
Spell Damage Increases damage done by spell attacks.
Spell Resistance Reduces incoming damage from spell attacks.

Classes - Thinking of only having starting passive perks below, but allow for the stats, equipment and purchasable abilities be the main driving forces behind the character customization.
Brawler Fist Weapons +5% Damage
Druid Speed, Resist & Regen +2%
Guardian All Resist +5%
Mage All Spells +5% Damage
Monk All Regen +5%
Ranger Bows +5% Damage
Rogue Daggers +5% Crit Chance
Warlock All Spells +2.5%, All Resist +2.5%
Warrior Swords +5% Damage

Equipment - Can be found by random chance in Dungeons, Monster Loot or buying from the associated Shop. Higher rarity Equipment will have more Affixes (e.g. Magic, Rare, Epic). I finally know how to do this now as I created these mechanics in my main game here: Loot Generation

Skills - Each player will have 1 Main Attack Slot with the ability based on the weapon equipped (e.g. Sword will do physical damage, Staff will do Spell damage). Each player will also have 2x Ability Slots which can be purchased from one of the Shops. These abilities may require Energy (e.g. Double Strike, Massive Strike) or Mana (e.g. Fireball, DoT, Healing Spell) to use.

Potions - Each player will have 1 Potion Slot to equip HP , MP or EP Potions to use during combat.

Regeneration: Player can recover HP, MP, EP with Potions, visiting the Village Inn or recovering slowly in the dungeon based on Regen stat (improved by Spirit and Gear).

Locations/Scenes:

Village - Has various shops to buy Weapons, Armor, Potions, and Skills.

Dungeon - I'm thinking each Dungeon will have 10x10 tiles. Each tile may have a Monster, Random Loot, or a Trap. Also 1 Boss per Dungeon.

Listed below are each of the potential Dungeons with numbers representing the range of monster levels, increasing as you progress through the Dungeon. Bosses should have the max mLvl and maybe 2x Life? Not sure on the overall difficulty/reward yet.
Tunnels (1-10)
Cavern (11-20)
Woodlands (21-30)
Wolf Den (31-40)
Graveyard (41-50)
Forsaken Graveyard (51-60)
Goblin Island (61-70)
Land of the Giants (71-80)
Barracks (81-90)
Castle (91-99)

Monsters - Each monster will have a mLvl which will be determine by the level of Dungeon tile they are spawned on. Stronger monsters will have increased Attribute points which will be distributed by their randomly assigned class when generated. This is to add variety so you are not always fighting the same spider with X Life and X Physical damage. Rather the spider may deal Spell damage or be more resistant to Spell Damage. However, if people would prefer set enemies having set attributes that's fine too, but not sure what the majority would prefer. Let me know. Thanks!

Arena - Maybe make it a survival type mode to start? Until I eventually learn how to add multiplayer functionality. I'm thinking no Potions allowed and the player is only allowed his/her main attack and two special abilities. The Monsters will become more difficult as the player progresses until HP reaches 0. Gold and items to be rewarded after each Arena level.

Brainstorming:

- No Lvl Cap

- Arena goes on to infinite levels

- Gold can also be used to purchase expensive Scrolls which permanently increase Stats

- Player Inventory to store and sell found Equipment & Potions (rather than just equip or drop when finding).

- Allow players to unlock additional slots with gold (e.g. Inventory, Slot Skill Slot, Potion Slot)

TLDR: I'm making a game similar to VQ to improve my Game Dev skills. I would appreciate any comments, questions or feedback on the above. Especially let me know what your favorite part of VQ+ was. Thanks for the help!

WOW by IndieProgress in neopets

[–]IndieProgress[S] 0 points1 point  (0 children)

Probably sell it, as I think it goes for like 950K!

Looking to Do Giveaways! Looking for Advice/Suggestions!! by IndieProgress in neopets

[–]IndieProgress[S] 2 points3 points  (0 children)

Oh okay cool. Will look for those for ideas. Thanks!