Update Log #8
Well, this update took quite some time, and it was supposed to take another month or so. However, I have decided to go ahead with the current state of the game and gradually improve it over time. This update is one of the larger ones I will be doing for quite some time (considering the duration).
Current Version: Kaetram v1.1.7
So what does this update entail? Let's start off with what has changed code-wise/map-wise:
- Tileset Splitting: The tilesets for the game have been split in smaller segments. The reasoning for this was the serious performance impact of having a single large PNG file. Some browsers were unable to handle the large tileset, resulting in horrible FPS and large memory usage.
- WebGL Support: The game is now half-implements WebGL. It is still an extremely experimental feature.
- Fixes to the way PWA asks the user to install the game.
- More debugging features, such as bots (used for stress testing).
- Map completely wiped and started again form scratch since the tilesets have all been changed. The map is also more lively and the trend will follow all throughout.
- Region system is now more optimized and sends only necessary data.
- Remove the multi-world support: Reasoning behind this is due to the nature of NodeJS processes. It is more beneficial to run multiple instances of the server and connecting them later on than to run them all on the same process.
- Started work on a Kaetram hub to act as a gateway to connecting players to multiple worlds.
- Began working on a API system for the server so that it can be implemented with a hub system.
In terms of features, this update packs a whole lot of bug fixes and improvements to the game engine:
- All mob entities are now roaming.
- Mobs should no longer step out of their respective areas. (i.e. having mobs within caves step outside the bounds).
- Improvements to the animated-tiling system, putting less stress on the CPU.
- Caching system fixes.
- Fixes item blinking prior to disappearance.
- Entity health bar fixes.
- Achievement/Quest screen now updates without requiring a restart.
- Chat bubbles reset when leaving an area.
- Chest drops have been improved to give probability-based drops.
- Shop selling system now added (still in development). - ALPHA FEATURES
- Enchanting system now implemented (still in development). - ALPHA FEATURES
- Fixes issue with shop item quantities.
- Other miscellaneous UI fixes.
- Item abilities/ability levels now save.
- Special healing effect upon drinking potions.
- Added a mini-bosses: These entities are different in size, level, and sometimes abilities.
- Special mobs now have permanent aggressiveness (e.g. some mini-bosses will attack you regardless of your level).
- Some chest area mobs now also act as an achievement.
- NPC/Mob name colours now indicate special entities (blue: quest NPC, green: area mobs, orange: mini-boss, red: boss).
- Fixes bug where players could enter non-accessible dynamic regions.
- Fixes bug where dynamic doors would create a collision bug.
- Over 5 achievements added.
- Projectiles slowed down for visibility purposes.
Kaetram
A cross-platform 2D MMORPG.
Status | In development |
Authors | Verdictus, Lemuel DLS |
Genre | Adventure |
Tags | 2D, html5, MMORPG, Multiplayer, Pixel Art |
Languages | English |
More posts
- Kaetram v2.1.275 days ago
- Kaetram v2.1.175 days ago
- Kaetram v2.1.075 days ago
- Kaetram v2.5.0Apr 20, 2023
- Kaetram v2.1.2Sep 22, 2022
- Update Log #11May 05, 2020
- Update Log #10Apr 16, 2020
- Update Log #9Apr 08, 2020
- Update Log #7Dec 07, 2019
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