I watched one of your old videos yesterday and it was nice to know you are still out there, working on your project. Watching people putting so much passion in game dev helps a lot when searching for inspiration
PETS?! BIG WIN! Maybe a pet mechanic like in Ragnarok Online? Monsters drop taming items that you can use to capture them and have them following you. Each Pet has a skill, either just collecting loot for you, a buff (+STR +LUK etc), or just straight up attacking monsters with you.
I personally always love the "collect cards" of monsters. Where random acts of violence against the local fauna have small chance of giving you a perk (like a pet) or you receive it guaranteed after X kills of that monster. [also you can then sell skins for each pet, obtain base variant, upgrade to shiny with money] Depending on how many systems you already have/plan I personally would see pet abilities beside pick up as overkill though or at least as a completely optional feature.
You could implement a region system for the players to reduce or even remove the lag spikes. Each player would load "chunks" of the map that they should be able to see. This way, you're not loading every tile on every map, just the ones they should see in their region.
For the buff system: What comes to mind is buffs in ESO (elder scrolls online) - They have Major and Minor versions of Buffs and a Food Buff. Maybe Food in your game can give you X amount of resource but buffs do things like +damage etc.... Maybe Potions give you a shorter term buff? Like drinking a potion can give you a buff that only lasts a minute while food lasts and hour?
Great update. The idea of buff shops is interesting. I've never played a game with that kind of feature. Personally I think having each item type (food/potion) do 1 thing makes sense but I can see the desire to mix them. Perhaps get inspiration from runescape, there are potion mixes that can heal and provide buffs but at a lower rate than pure food or a pure potion.
I would recommend making the buffs from items have different effects tot he player buffs. So player buffs might be direct combat benefits (secondary/combat stat increases etc.) where as potions could be short term special effects. [Potion of Blurred Speed] adding a buff for 20 seconds which increase dodge chance etc. Food buffs in my mind should always be fortifying in nature. Increase to base stats. Not sure if this helps but *puts penny on table*
Well, food buffs could be minimal buffs like small stats improvements for a big/medium duration, like a chicken could give max hp and hp regen, and player buffs could be bigger buffs in stats and other things, like attack, def, higher values, but short duration, like a thing to use in combat, but if you want to do like TOS, maybe they should last longer?
Fellow struggling first time dev here, I actually have a solution to your buff problem! Food is that which nurtures the body, magic is that which nurtures the spirit. Seperate it so that player buffs can only effect mental things like crit chance, spell power, skill effectiveness, mental stats, while food only effects physical things like damage resistance, martial attack power, poison resistance and physical stats. Finally, make a high end food that buffs player buffs when they are placed on you and a high end buff that buffs food effects when they are eaten. This should balance both the buff economy and drive the want to improve your buffs, and also your crafting skills.
Awsome idea, this also allows for players to make something useful from each category. So maxing out cooking for example would give you a significant buff and it wouldnt be food Farming and potions would be short term but can simply be bought from vendors (stronger stuff maybe just if you did a specific quest). -> [Group] Questing Alongside this for example, every class (with its unique buff) brings something to the group. You can only have buff X if someone plays class Y. You can produce even the strongest food simply by yourself and you maybe need to do a dungeon quest or specifically hard quest for stronger potions. For potions specifically, as a hobby brewer, I would have about a million ideas for quests and simply the base mechanics of what ingredients you would need (as in makes real life sense). Im on your discord, if you want you can hit me up here and we can have a chat there. For example: you would start by buying Wine/Mead/Beer from a vendor and what ingredients would you add [wood/bark for tannin, Fruits for sourness and so on] to increase its potency. The ingredient to enhance the base potion (or just the recipe/knowledge how to do it) could be locked behind a quest. So your upgrade you mead to a fruit-mead or your beer to a smoked-beer and so on. With the base potions being unlocked if you bring the potion seller the ingredients for it (like for example honey from a beehive for mead ;) ). Not to mention distilling... you get the picture ^^
@@noiadev One more small think that fits the same idea at least for potions and food. It should be a preparation for a challanging part of the game, like a dungeon or a mini boss. I personally love the idea of pre quests to a dungeon. Not an mandatory attunement, but a optional story line that explains more about the dungeon and for example rewards the player withe the recipe/ingredients for a food/potion to help with the challange they are facing. Narratively this makes total sense, you learn about the challange and the NPCs/locals help you prep for it. A better player or group can just tackle the dungeon right away and move on to the next map. A weaker player can do the quest and have an easier time with the dungeon. If the last step of the quest is repeatable and gives a stronger buff the more you farm for example its kind of a DIY difficulty, but that may go a little to far. Its only the question how specific or generally useful the food/potion/buff then is for the future. IF I remember correctly you already did something kinda similar for the beehive dungeon
Don't use all of the maps during the login! Just put a picture of them! and if you can't make a giant picture then make smaller ones and stick them side by side! :)
Have you tried looking into Additive scenes in Unity? Also my first thought about the little house situation was, why doesn't he just move the house a bit further off screen so the player can never see it no matter where they walk in the house.
UMMO, the foundation of Noia, doesn't work with scenes out of the box. It is an issue that others working with UMMMO have solved, so only a matter of time. But for maps like the town that would have one main area and potentially dozens of smaller house areas, I would still simply disable tile areas that were not needed.
@@noiadev Oh, Yeah I've not worked with UMMO before, so that makes more sense now. I'm not sure of any solution but If I come across anything, I'll drop a dime here.
Maybe I'm missing something, but could you not have just moved the maps further away from each other instead of disabling them and reenabling them? With a big enough buffer there wouldn't be problems with the camera. You could also have a separate tile layer set to the black color on top of every map and enable/disable *that* -- which should be much more performant.
The maps use the Unity Nav Mesh to allow players/monsters to move about. That nav mesh calculates all the empty space between maps as well. So closer maps means less work to calculate when baking the nave mesh. Also players with 4k ultrawide monitors can see MUCH farther. So I would have to place maps very very far apart. I had not considered a simple black cover layer...that might work
I tried, but the tile layers are the size of the map and unity considers it 1 object. Someone suggested covering them with a black layer, that might work.
I've heard about things costing an arm and a leg but .. Should we expect your leg next? All jokes aside hopefully all goes well and you have a hasty recovery.
I watched one of your old videos yesterday and it was nice to know you are still out there, working on your project. Watching people putting so much passion in game dev helps a lot when searching for inspiration
Yes, make the world lively! Even if it doesn't impact the player a lot, a few NPCs who just... go about their business goes a long way.
This needs to be a thing...Right Dane...Right..
PETS?! BIG WIN!
Maybe a pet mechanic like in Ragnarok Online? Monsters drop taming items that you can use to capture them and have them following you. Each Pet has a skill, either just collecting loot for you, a buff (+STR +LUK etc), or just straight up attacking monsters with you.
I personally always love the "collect cards" of monsters. Where random acts of violence against the local fauna have small chance of giving you a perk (like a pet) or you receive it guaranteed after X kills of that monster. [also you can then sell skins for each pet, obtain base variant, upgrade to shiny with money]
Depending on how many systems you already have/plan I personally would see pet abilities beside pick up as overkill though or at least as a completely optional feature.
You could implement a region system for the players to reduce or even remove the lag spikes. Each player would load "chunks" of the map that they should be able to see. This way, you're not loading every tile on every map, just the ones they should see in their region.
Wish you the best with your surgery man 🙏
For the buff system: What comes to mind is buffs in ESO (elder scrolls online) - They have Major and Minor versions of Buffs and a Food Buff. Maybe Food in your game can give you X amount of resource but buffs do things like +damage etc.... Maybe Potions give you a shorter term buff? Like drinking a potion can give you a buff that only lasts a minute while food lasts and hour?
shes the best floof!
Big props to you not using loading screens just released my first mobile game and using them was a must
Great update. The idea of buff shops is interesting. I've never played a game with that kind of feature. Personally I think having each item type (food/potion) do 1 thing makes sense but I can see the desire to mix them. Perhaps get inspiration from runescape, there are potion mixes that can heal and provide buffs but at a lower rate than pure food or a pure potion.
as a brazilian, i love this name lol
Swagalicious hope u feel better soon mate
I would recommend making the buffs from items have different effects tot he player buffs. So player buffs might be direct combat benefits (secondary/combat stat increases etc.) where as potions could be short term special effects. [Potion of Blurred Speed] adding a buff for 20 seconds which increase dodge chance etc. Food buffs in my mind should always be fortifying in nature. Increase to base stats. Not sure if this helps but *puts penny on table*
Hope you will be good with the surgery :D
Well, food buffs could be minimal buffs like small stats improvements for a big/medium duration, like a chicken could give max hp and hp regen, and player buffs could be bigger buffs in stats and other things, like attack, def, higher values, but short duration, like a thing to use in combat, but if you want to do like TOS, maybe they should last longer?
Mana 🔮!
Mana for the mana gods 🥺
Who's a good boy ? 🐕🤣
Lets goooooooooooooooooo! (gl for your surgery)
Fellow struggling first time dev here, I actually have a solution to your buff problem! Food is that which nurtures the body, magic is that which nurtures the spirit.
Seperate it so that player buffs can only effect mental things like crit chance, spell power, skill effectiveness, mental stats, while food only effects physical things like damage resistance, martial attack power, poison resistance and physical stats.
Finally, make a high end food that buffs player buffs when they are placed on you and a high end buff that buffs food effects when they are eaten.
This should balance both the buff economy and drive the want to improve your buffs, and also your crafting skills.
Awsome idea, this also allows for players to make something useful from each category. So maxing out cooking for example would give you a significant buff and it wouldnt be food Farming
and potions would be short term but can simply be bought from vendors (stronger stuff maybe just if you did a specific quest). -> [Group] Questing
Alongside this for example, every class (with its unique buff) brings something to the group. You can only have buff X if someone plays class Y. You can produce even the strongest food simply by yourself and you maybe need to do a dungeon quest or specifically hard quest for stronger potions.
For potions specifically, as a hobby brewer, I would have about a million ideas for quests and simply the base mechanics of what ingredients you would need (as in makes real life sense). Im on your discord, if you want you can hit me up here and we can have a chat there.
For example: you would start by buying Wine/Mead/Beer from a vendor and what ingredients would you add [wood/bark for tannin, Fruits for sourness and so on] to increase its potency. The ingredient to enhance the base potion (or just the recipe/knowledge how to do it) could be locked behind a quest. So your upgrade you mead to a fruit-mead or your beer to a smoked-beer and so on. With the base potions being unlocked if you bring the potion seller the ingredients for it (like for example honey from a beehive for mead ;) ). Not to mention distilling... you get the picture ^^
I never considered it from that angle
@@noiadev One more small think that fits the same idea at least for potions and food. It should be a preparation for a challanging part of the game, like a dungeon or a mini boss.
I personally love the idea of pre quests to a dungeon. Not an mandatory attunement, but a optional story line that explains more about the dungeon and for example rewards the player withe the recipe/ingredients for a food/potion to help with the challange they are facing. Narratively this makes total sense, you learn about the challange and the NPCs/locals help you prep for it.
A better player or group can just tackle the dungeon right away and move on to the next map. A weaker player can do the quest and have an easier time with the dungeon. If the last step of the quest is repeatable and gives a stronger buff the more you farm for example its kind of a DIY difficulty, but that may go a little to far.
Its only the question how specific or generally useful the food/potion/buff then is for the future.
IF I remember correctly you already did something kinda similar for the beehive dungeon
Don't use all of the maps during the login! Just put a picture of them! and if you can't make a giant picture then make smaller ones and stick them side by side! :)
This was going to be my next test XD
@@noiadev nice hope it’s works out 💪
Have you tried looking into Additive scenes in Unity?
Also my first thought about the little house situation was, why doesn't he just move the house a bit further off screen so the player can never see it no matter where they walk in the house.
UMMO, the foundation of Noia, doesn't work with scenes out of the box. It is an issue that others working with UMMMO have solved, so only a matter of time. But for maps like the town that would have one main area and potentially dozens of smaller house areas, I would still simply disable tile areas that were not needed.
@@noiadev Oh, Yeah I've not worked with UMMO before, so that makes more sense now. I'm not sure of any solution but If I come across anything, I'll drop a dime here.
this game is really good! but I can't make it past the underworld, its pretty confusing.
Could you leave some feedback notes on the discord? TH-cam comments are hard to keep track of.
in 2 days?!?!
Had to work on the video early. There are reasons! REASONS!
Very good reasons! @@noiadev
@@maddys2741 sounds reasonable , right?
Maybe I'm missing something, but could you not have just moved the maps further away from each other instead of disabling them and reenabling them? With a big enough buffer there wouldn't be problems with the camera.
You could also have a separate tile layer set to the black color on top of every map and enable/disable *that* -- which should be much more performant.
The maps use the Unity Nav Mesh to allow players/monsters to move about. That nav mesh calculates all the empty space between maps as well. So closer maps means less work to calculate when baking the nave mesh. Also players with 4k ultrawide monitors can see MUCH farther. So I would have to place maps very very far apart.
I had not considered a simple black cover layer...that might work
Noia means drug addict in Brazil 😂
I tried to play the game on Android but it didn't work
You'll have to be more specific. maybe file a bug on the discord, there are others that have been playing on the android client
It's available for Android?
There is an alpha android client available at game.noia-online.com
other OS?
Load and unload map items in Batches to prevent lag spikes
I tried, but the tile layers are the size of the map and unity considers it 1 object. Someone suggested covering them with a black layer, that might work.
@@noiadev Oh yeha that could definitely work 🙏 Game is coming along awesome keep it up man
I've heard about things costing an arm and a leg but .. Should we expect your leg next? All jokes aside hopefully all goes well and you have a hasty recovery.