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Version 0.0.6 Wolf

  • sura_tc
  • 10/17/2019 01:43 PM
  • 182 views
It took me a while to sort this out but here goes. Prepare for a wall of text.

Wolf engine has three databases. The first two are live; They are always connected to the game and changes made by me are reflected in the game.
The final database, however, is static, meaning the game reads it only once when you start a new game. It copies it, stores it in a file, and goes it from there.
This static database is where character attributes, resists, skill learning levels and skill assignments are stored. Well, there are more but those are my primary issue.

You see, the game has 22 (so far) characters who you can recruit. And designing skills/spells for each of them is an ordeal on its own because I don’t want them to be identical.
Normally, I add character skills as new ideas pop up, but that cannot easily be done here with the database being static.

For an example, if you are playing the game and, when I add characters and skills later, those are not reflected in the game. MV didn’t have this issue as there was a java script command to refresh its database at will.
As far as I can see at least for now, there is no such command in Wolf engine.

Regardless, I’ve managed to solve this issue crudely. I’ve tested it and it works. But this is not a method I am keen to use often. It requires exporting (only) changes in the database and importing it in the game by players or automatically.
I do not want to use that method frequently because it can get really messy as the game develops further and further.

Therefore, my priority altered a bit. So far, my priority had been restoring maps above all else.
My top priority is now converting and importing recuritable characters. Out of 22, 10 have been added as of version 0.0.6 and only two characters (Maco and Gwynn) are fully complete with skills.

I am going to add all of them before hitting 0.1.0 and give them skills up to around level 40-ish and then let them learn further skills via books, events, and trainers.
This method should eliminate the need to restart frequently.
If I do happen to add more characters later, it will be done via database export and import in background.
Well, with the wall of text outta way, let me patch note begin.


What has been restored

1. Ezona pass has been restored. This zone includes Red turban bandits who are the main protagonist for early game.


Below is a list of changes/fixes

1. An escort quest has been added to the guild. It was something I’ve always wanted to add in the MV version of the game but with the party restriction (4 members) and an inability to make a party member automated prevented me from doing it. Wolf engine has what I need to make this happen.

2. I’ve decided to remove lightning element all together to simplify the damage calculation a bit. Additionally, there was only one lightning mage in the game (Luca). Designing a whole new damage calculations for a rare element felt over the top. Luca will be a wind mage instead.