Laboratory One Research Blog

MMORPG Changelog

September 10, 2019

The following is the changelog for our Free-to-Play, Sandbox MMORPG set in a Techno-High-Fantasy world. Learn more about this game in this previous post

0.1.8

September 19, 2019

  • Implemented indicators on HUD to show which skills are equipped
  • Implemented indicators on HUD to show which items are used
  • Added skill details to the Skill book
  • Refactored how free look and aiming works.

    • Aiming: looking up and down to move aim reticle up and down.
    • Free look also rotates the player.
    • This makes it more intuitive to aim and attack.
    • It also enables ‘twisting’ your melee attack which allows for better critical timing
  • Rebalanced levelled skills
  • Added critical for self-heal skills
  • Added critical for buff skills
  • Added duration for buff skills
  • Refactored buffs to stack infinitely
  • Implement Buff indicators on the player HUD
  • Implemented Day time/ Night time cycle

0.1.7

September 18, 2019

  • Renamed Weak Attack to Left Hand Attack
  • Renamed Strong Attack to Right Hand Attack
  • Implemented Quick Right Hand Attack and Quick Left Hand Attack
  • Implemented active buff skills
  • Refactored skill start code
  • Refactored skill end code
  • Implement Self HP Heal skill
  • Implement Self MP Heal skill
  • Implement Self SP Heal skill
  • Increased Roll’s SP consumption to 20 usage
  • Added animations for buff skills and item consumption
  • Added bonuses for testers

    • 100 skill points
    • 1000 status points
    • 10 second revive rate
    • 1000 arrows

0.1.6

September 16, 2019

  • Implemented target and chat UI design by the brilliant Bruce Le

    • Chat does not work
  • Fixed bug where the player could not use skills that cost 0 SP when their current SP is 0
  • Fixed bug where the player’s SP drop below 0
  • Bound aiming reticle to camera to make it move intuitive to easier to aim
  • Created SP, and SP/HP/MP potions
  • Added indicator on HUD to show when skills are not equipped
  • Implemented animation scaling for block skills
  • Fixed calculation of projectile speed when using equipment
  • The item effect of consumables are increased by the player’s status

    • HP potion: Item recovery amount + Strength
    • MP potion: Item recovery amount + Intelligence
    • SP potion: Item recovery amount + Agility
    • HP and MP potion: Item recovery amount + Strength + Intelligence
    • HP, MP, and SP potion: Item recovery amount + Strength + Intelligence + Agility
  • Created a Game Start bundle

    • Created Login
    • Created Signup
  • Implemented saving player information to local storage
  • Implemented loading player information to local storage

0.1.5

September 14, 2019

  • Implemented sprinting and running.
  • Implemented SP

    • Stamina points
    • base stamina is 50
    • (agility * 5) + 50
    • Updated regen to also apply to SP
    • Running drains SP
  • Implemented consumable icons in HUD
  • Fix bug where equipping an item did not unapply it’s stats to skills
  • Reorganized skill book so related skills are next to each other
  • Fixed bug where skills did not end
  • Implemented Radar design by the brilliant Bruce Le

0.1.4

September 13, 2019

  • Revamped Player HUD based on Bruce Le’s great designs

0.1.3

  • Updated “exit game” to “log out”
  • Revamped the Player HUD

    • Moved HP, MP, and Player details
    • Removed “CD” from skills on this
    • Removed “Crit” color from skills on this
    • Implemented use of color to indicate when a skill is on “CD”
    • Added Stamina indicator - not yet implemented
    • Added Consumables indicators

      • Shows the currently equipped consumable
      • Shows when a consumable is being used
  • Adjusted Magic Projectile Speed calculation as set by Status Points to be: (Intelligence * 2) + 300
  • Adjusted Physical Projectile Speed calculation as set by Status Points to be: (Strength * 2) + 300
  • Adjusted on-hit exp so that it works as expected

    • (damage dealt / enemy’s max HP) * EXP worth of the enemy
  • Adjusted Critical damage to be calculated as a function of the percent that the cast bar is filled.

    • For Melee skills, this percent is taken upon impact
    • For Projectile skills, this percent is taken upon input release
  • Revamp Projectile mechanics

    • Hold input to charge and start aiming
    • Hold right mouse click and drag to aim
    • Release input to shoot projectile
  • Added status inflicted indicator when the enemy is hit with a projectile
  • Reduced the projectile speed for all projectile skills

0.1.2

  • Added a UI for skill animation progress that is synced to cast/attack speed
  • Increased base jump speed to 400
  • Added fog
  • Updated death message (inspired by Awaken Online)
  • Prevent skill cooldown from trigger when skill was invoked but not used (such as when the player does not have enough MP)
  • Auto-end forward roll skill after it is complete
  • Fix block so that damage reduction is displayed correctly
  • Add cast time for consumables (attack speed + 1 sec)
  • Fixed block so that it does not gain hand damage or weapon damage
  • Implemented NPC roaming
  • Made Critical hits more visible to the user
  • Made Critical hit window more visible to the user
  • Added the Arrow Damage type

0.1.1

  • Reordered inputs in the menu so that they are easier to read
  • Reduce the enemy spawn rate
  • Reduce the item spawn rate
  • Fix consumables bug where too many consumables could be consumed
  • Removed annoying ramps
  • Fix radar so that it works as expected

Peter Chau

Written by Peter Chau, a Canadian Software Engineer building AIs, APIs, UIs, and robots.

peter@labone.tech

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