It's been a few days since I posted the last video, and I've been working tirelessly.
Today's post will be a bit long because there's a lot to cover, and I apologize in advance because English isn't my first language, so I'll have to use a translator to help me with the text.
Today I'm going to show you some new things and also present the challenges I'm facing, as well as discuss the limits of what can be changed in the game without reverse engineering the engine or redoing all the game's animations.
First, based on your suggestions, I developed a lot of new systems.
The first is the sprint system. Basically, when you are out of combat, every x seconds you gain speed. Currently, you gain 10 speed for every second out of combat, up to a maximum of 50. Remember that the effect disappears if you enter combat, use any skill, or are attacked. After a while, it resets and starts again... I must confess, this system turned out very cool. It's simple, but it already changes the whole feeling of slowness that some classes have.
Here's the video for you to see how it turned out: https://www.youtube.com/watch?v=IoOGbgKfBe0
(Unfortunately, without redoing the skeleton and running animations of all the characters, it was impossible to make a different animation for running, so I chose a simple but nice effect to represent when the effect is active.)
Second system implemented: SmartAim for PVE. Firstly, why? In terms of gameplay feel, this system is the most impactful for me. When you farm for hours and hours, you start to realize that anything that makes your life easier is valuable. So, this system is basically a scan that picks up nearby targets and targets in front of the character. It's really cool because it also enables the action mode system:
You can see how it looks here: https://www.youtube.com/watch?v=QCvDjcmumpc
(I still have to refine the passive target effect. Unfortunately, today I work with the Fafurion Chronicles database, and no matter how hard I search, I can't find or decompress the interface.u to make this system 100% native. So I had to design this system on the server, which makes it uglier. Today, the community only has this decrypted interface from a different protocol than the one I'm working with.)
And the third and last implemented system (actually a set of things): Action mode, custom camera, and in addition, I removed the GCD for all the game's skills, allowing you to combo one skill after another smoothly (basically all Lineage 2 skills have a delay between them, between 0.4 and 0.8 seconds, this has been removed).
This is a lot of stuff, it's worth watching the video to see how it turned out: https://www.youtube.com/watch?v=RZ6KXAFg824
(This one gave me the most trouble, implementing everything without having access to the decoupled interface.u was crazy and almost drove me insane. I think the result is good. The initial idea was to make combat even better, like making the character move while attacking, but that's impossible without making the character slide between animations, it looks very ugly. The second point I didn't include was making an attack without a target. Actually, I did that, but I couldn't associate the basic attack animation with the new skill that would replace it. In the end, it looked clunky, ugly, and disconnected from the idea of the game)
Phew, that's a lot of text. What do you think of the changes?