creator cover Nikita Kaminskii
Nikita Kaminskii

Nikita Kaminskii 

a bit painter, a bit game maker

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Looking for guys who are interested in this.

About

The story of how experiments with HTML canvas turned into attempts to create a game.

game updates and improvements

The first thing I'd like to share is the creation of a playable mobile version. The horizontal orientation provides a very good gaming experience and is inferior to the PC version, except for the forced movement system and ability use on touchpads. The interface for selecting upgrades and forging items is probably still not the best, but all the information is present and accessible to players.
A local play option was added, without connecting to servers. This was a challenge for me and my programming skills, as initially all the game logic and its engine were tightly integrated with websocket networking. I had to separate the game from the transport component and implement interfaces when creating a lobby instance. Essentially, the game now doesn't know whether it's running locally or on a server; it simply executes the game loop and sends data externally, saves data locally, or writes to a database.
Regarding the game itself, stats like might,will, and so on were removed. These were assigned by the player at the start of the game and could be increased throughout the game. The original idea was for each stat to provide unique bonuses for each class. And honestly, it was difficult to come up with something unique and in such quantity. There were six stats and three classes. Stats provided two or three bonuses, so about 36 improvements had to be created. This ultimately led to stats transitively increasing other stats, which the player could improve directly, without leveling up their stats. The advantage was that it was difficult to remember what a single stat did for a specific character. One way or another, the decision was made to temporarily (probably) remove stats and consider a more interesting system. Currently, I'm thinking about the concept of mastery: by performing certain actions (blocking, attacking, etc.), the player earns points, which are then spent on unique improvements related to that gameplay.
Regarding balance, the number of mobs has been reduced in the late game, and the chance to obtain Grace decreases over time. Therefore, talents and weapon upgrades that increase Grace drop rates make more sense. New enemies have been added in the late game to more effectively kill players. Many skills have been added for improvement, and all upgrades that were tied to a specific stat have been removed, and are now tied to Power, as a universal indicator of a character's strength.
I made the mobile version more playable. It's now a truly great experience.
Added a single-player option, without the need to connect to servers.
Some game mechanics have been changed:
- Damage absorption from the spirit stat now absorbs courage instead of energy
- Block chance increases based on energy value, and a successful block loses 1 unit of energy
- A new stat has been introduced that gives a chance to not lose energy when blocking

Damage and damage calculation system.

I initially understood that I didn't want to stick to the classic system for modern games with minimum and maximum damage, their types (physical, ice, etc.) and resistances to them, flat damage, increases and multipliers, conversions, etc.
The game simply uses DAMAGE. Think of it as a unit. The damage type (ice, fire, lightning) only determines the death animation.
Any damage source is initially equal to this unit.
Then various mechanics, defensive and offensive, come into play to increase/decrease/zero out this damage.
The first three are the player's defensive mechanics.
WARD.
A player's defensive stat that absorbs damage before any damage is resolved. An important mechanic is that it doesn't trigger damage-related triggers.

Spirit.
A defensive mechanic that absorbs damage if a spirit roll is won. It consumes the player's energy—the resource used to cast abilities. Damage triggers are still active. Use with caution, as high spirit and low energy regeneration will deplete the player, rendering them unable to use abilities.
Block.
A player's defensive mechanic. When a player is blocking, they have a chance to block damage. Each class has a different base chance to block damage. Swordsman - 50%, Cultist - 65%, Sorcerer - 100%.

Next, calculations are made if the player or enemy has received damage.

Pierce and Armour
The first calculation is the difference between the armor of the target receiving damage and the attacker's pierce.
- If the pierce is greater than the armor, this difference translates into a chance of adding one to the damage.
- If the armor is greater than the pierce, this difference translates into a chance of the victim not taking damage — an armor block.

first gaming video

I recorded this video around the beginning of summer to show my friends.
At the time of recording, there was already a client/server split, but the hit point was still calculated on the client. There were no items or forging yet. There were no triggers. There were only talents... and bleeding, which has remained one of the most common causes of death since then.
After recording, I didn't do any development for two months, summer, IRL, whatever. I was saving up ideas and mechanics for future implementations.
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