Welcome to the first devblog of many that will give you deeper insight into what is happening behind the scenes, I will try to keep these a monthly occurrence and hope that they will be of interest to some.
we have successfully launched and ended our open beta testing, the community that grouped together and the large amounts of feedback we received from them has been extremely helpful I commend them all for that.
If you have been following Adept Gamer’s progress with Dragon Saga since the beginning you will be no stranger to patience it has taken us a very long time to get to where we are now, it has been a struggle and in some ways still is, release is at our fingertips however (just need to iron out some critical bugs) and I hope that with the dedicated help of our community we will be able to grow the server into a reflection of what players want rather than a dictatorship or cash milking machine that we have all sadly grown used to.
Our development process has been much slower compared to other private servers because we do not reflect their practices, our aim is to build a solid foundation by removing major exploits and flawed/p2w mechanics of the game and revamp it from the ground up, doing this (especially when regarding programming) does take a lot more time.
Now that this introduction is out of the way i would like to give you some previews into some systems that I have personally been planning and developing in the background.
As you are hopefully aware by now, we do not promote p2w or cash-grabbing systems, one of which is Cash Costumes, official in the more recent months have started to go heavy on these costumes with gross stats and shoved them into gacha boxes, this is something I personally do not want to be associated with, instead I wanted that cosmetics are purely cosmetic and that is their sole purpose.
Being a girl who likes making things look as cute as possible, I have spent a lot of time focusing on improving upon the existing cosmetic systems
The image above shows two things, on the left you have the original “Style Change” UI but with an extra tab called “Eyes”, this is an extension to the dye system that is already fully programmed it just needs updated face assets before it can be implemented live. What this system does is utilises the dye system used for hairs but extends its functionality to faces, this allows you to apply various dyes to your face in the same way you would for your hair colour and in return all these dyes can be applied to every face model/texture meaning you can change your eye colour of any face to your liking and we don’t have to add new face items / textures per colour which is great.
On the right you can see a very bad UI design mockup, I drafted this simply to showcase the changes I want to make firstly I wanted to update the overall design of the interface because the current design does not allow for room of more than 4 tabs ( i want to have 6)
Ontop of the new eye tab i also wanted to extend the functionality of the dye system to skin colour and a favourite colour.
The favourite colour is more simple to program, it is pretty much the same scenario as the hair color / eye colour functionality.
The idea is that the favourite colour slot would also have its own dyes you could apply to it and this favourite colour would be applied to new specific costume items, including weapon costumes.
These costume items would essentially be dyeable using this system, but the drawback is they will only be able to be one colour at the same time, so it is ideal to mix and match with dyeable and non-dyeable costumes. (as an example, a pair of paris wings costumes could be sold in the shop that are labeled as “dyeable” these paris wings can be worn and will change to whatever colour has been set to “Favourite”.
Skin colour is almost the same as well, except some changes had to be made to the code considering i was already dying the “face” to colour the eyes, I had to make sure the code knew how to dye the eyes one colour while dying the skin tone a different colour, there is also an issue regarding morphing animations that the face uses so the skin can not be dyed and instead needs to have a texture per skin colour instead (more time consuming) this will also have to account for the costume pieces that display skin colour.
You will see all 3 of these new cosmetic systems in the game at some point but most likely not all at once.
You can also see gold / fee displayed on the UI mockup as i was experimenting with the idea that cosmetic items would be permanent (non-consumed) but instead it would cost 1gold any time you wanted to update your appearance.
Preview of the dyeable eyes system in-game:
Preview of dyeable skin tones:
[WIP] preview of dyeable costumes (favourite colour):
Mockup bearded hairstyle concept:
As an added bonus here is a WIP image of me converting npc clothing to player clothing:
Now let’s talk about some things that have been happening on the development server since open beta ended.
The dragon lord shrine map was implemented to our dev server please ignore the minimap being quirky:
If you are unaware of the purpose of this map its initial functionality will be based on character boosting (you will take a quest here when you are level 60 that will let you indefinitely boost new characters to level 20) but will have a lot more purpose in future updates.
Soon you will be able to use the party finder system on superground dungeons specifically VanCliff and Drakos tower floors (this is incredibly useful if you are disconnected from your party OR someone has gone in solo you are able to join their in-progress run and help them out)
This has already been executed on the development server:
Following some incidents during the beta test some experimental fixes/changes have been implemented:
Firstly, there is a new type of item restriction that has been applied to the dungeon scrolls of vancliff and drakos, this restriction prevents the item from being assigned to hotkey slot on the players hotbar.
And secondly, the internal timer of entering an instance map (dungeons, missions ect) has been removed:
These changes were made to prevent the abuse of dungeon scrolls.
Some extra notes:
I have been experimenting with making all pet stats universal (meaning all pets have the same chances of the same stats regardless of the pet item) so that one pet is not better than the other stat-wise.
Fisolino has been updating the equipment set stats for classes and fixing them.
The cash shop is being updated and prepared for the server release
The cash shop tool has received functionality and bug fix updates from Azu
Bugs are carefully being put outside instead of being squashed so that more angry bugs do not invade for revenge.
A spreadsheet has been made listing all beta player characters that will be transfered, their class, gender and all the reward tiers they are qualified to receive, if you haven’t seen the thread yet you can find it here:
And lastly here is a preview of “Delete Cursor Mode” that I developed to make deleting items much faster:
That concludes the first adept blog post on Dragon Saga.
Expect one the same date next month.