Game Development: Testing, testing.

Announcements about major changes in Haven & Hearth.

Game Development: Testing, testing.

Postby jorb » Sat Jan 09, 2010 6:30 am

We've been developing, and here's what's new.

...

... well, for the main server that's about it. We have, however, put up a test server on which you can try out what we've got so far on the new combat system!

Bullets
You log in using your normal account and password.
The server is running an old copy of the present game world. Go back in time, see the world as it once was!
You must have had your game account before that arbitrary point in time when loftar last copied the maps to the dev computer.
There are no tooltips (or anything, for that matter) describing the new combat moves, and what they do. However, thanks to some great efforts by kaka, the old text rendering issues should now be solved, so all we have to do is to actually write the tooltips in question. This means that learning the new combat system will be the arduous process of trial and error that you all love and have come to expect from H&H.
There is a new fighting option for sparring. Right click on a character, and pick spar. Damage in a sparring session is not real, and is removed once all fighting relations in sparring mode terminate. Armor still loses HP as normal, though.
Nothing that happens on the test server matters. Your characters are null and void to us, and to yourselves, there. Spar with a friend, or maim and kill, we do not care either way, as long as you report back with your thoughts.

We have not looked into any attacks other than "Knock his teeth out" and "Punch", yet. Melee is still unaddressed. HP and armor reductions also haven't been looked into. Unarmed combat is the only thing we've tested this with. The animals have not been updated to handle this. Note that it is a very early version, and very little has been done in terms of balancing -- especially so with regard to combat between players with different stats and combat between many players

Here's the client you'll use: http://www.dolda2000.com/~fredrik/haven/fighting.jnlp

Well how does the new fighting system actually work?

Image

This is the new combatometer (actually it's a mock-up, but it looks like this). You will notice the blue and red bars. Offense, and defense. Offense is used for attacks, and consumes the defense of the opposing player. These refill on their own, but that takes time. What's more important are combat moves.

Each attack empties your offense meter completely, reload it by using moves.
All maneuvers have new static effects that trigger on an opponent's move -- except shield and dodge.
Some moves can only be used under certain circumstances, such as having enough IP, certain advantage, intensity and so on and so forth.
You cannot miss with moves. They always take effect.

Ask questions, try it out if you feel like it, and have fun.
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Re: Game Development: Testing, testing.

Postby ElGato » Sat Jan 09, 2010 6:43 am

ZOMG sparring :D

is it up yet? ready for testing?



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Re: Game Development: Testing, testing.

Postby sabinati » Sat Jan 09, 2010 6:55 am

this is crazy with the menus and everything not sure what to think just yet but i think i got damaged by my opponents SoS at the end of the duel
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Re: Game Development: Testing, testing.

Postby sabinati » Sat Jan 09, 2010 6:55 am

also: it's frozen now
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Re: Game Development: Testing, testing.

Postby ElGato » Sat Jan 09, 2010 6:58 am

o.O
didn't he say that melee hasn't been added? :<
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Re: Game Development: Testing, testing.

Postby sabinati » Sat Jan 09, 2010 7:02 am

hasn't been changed it seems. punch seems to do less damage, so it seems like they rebalanced that
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Re: Game Development: Testing, testing.

Postby ElGato » Sat Jan 09, 2010 7:16 am

Jorb. is there anyway you could tell us what all the moves do? or do we just get to find out on our own? :<
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Re: Game Development: Testing, testing.

Postby Hamel » Sat Jan 09, 2010 7:20 am

Veerrry interesting.

From what I've learned flexing at ugly cows (whatever they're called):

Flex is your basic Attack Bar raiser. Slide appears to raise your Defense Bar, at the cost of a small amount of your Attack Bar. Charge is a good move for gaining initiative, but it costs Defense. Evil Eye appears to lower the battle intensity, it probably does more than that, but I just have no idea.

Attacking without any Attack Bar appears to be a bad idea. (Crazy, I know.)

I would probably have more observations, but it just crashed again, and I am going to bed.
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Re: Game Development: Testing, testing.

Postby Jackard » Sat Jan 09, 2010 7:23 am

that is one sexy looking meter
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Re: Game Development: Testing, testing.

Postby Jackard » Sat Jan 09, 2010 7:31 am

you might want to rename "Combat Maneuvers" to "Stances" as it more accurately reflects what they are and could make it less confusing for new people now that there are also combat "moves"
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