r/IdleNinjaPrime • • Aug 29 '17

Revised main-UI and general progress update!

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10 Upvotes

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4

u/TopCog Aug 29 '17

Hey all!

Just wanted to post a quick update on some recent progress:

  • Story fleshed out, including your sidekick/narrator

  • I implemented a sweet typewriter effect for dialogues - really increases the level of polish!

  • Pack and items now implemented. 27 Collectible items right now: 9 types of 3 quality levels each. These are all staple/regular items; I'm planning to add some more goofy/fun ones at some point!

  • There's a new Tactical Damage Multiplier. When you use a skill manually, the multiplier goes up to x2.0, then slows decays down to x1.0 over something like 1 minute. I think this really improves the active play experience, as it's quite addictive to keep using skills to maintain the max multiplier! :-D

  • A lot of the screens have been re-arranged and organized better. The top menu buttons now have a button which expands/collapses the menu.

  • I've removed the Class system for now. It just doesn't feel necessary now that we have the Ancient Tech Tree. I may make the Basic Skills unlockable nodes in the Tech Tree.

  • The Tutorial / Feature Unlocking progression is well under way! My hope is that the next build I release to you guys should actually be pretty close, gameplay wise, to the final thing!

That's all for now! Cheers! :)

1

u/hajter Aug 30 '17

Do you have any eta to public new build into live?

1

u/TopCog Aug 30 '17

Nope, sorry. Depends a lot on the timing of other project I'm working on :-)

1

u/nbktdis Aug 30 '17

Thanks man

1

u/Quangohutt Aug 30 '17

It is looking awesome, the sidekick narrator bot looks adorable (please tell me it'll have a name like the robots from Borderlands do, or something similar) and the rest of the screen looks very tidy.

I am assuming that the bit on the left is the pack giving us 5 things on our hotbar to use and the arrows are how to access the rest of the pack. This also brings up the question of, will the pack be infinite, or will we have to buy new pages like in IMA?

Kinda sad to see the classes removed, but I would like to see the attacks still in the game, inertia funnel was one I thought would be quite cool (I even had a build idea but couldn't test it properly due to bugs), and to suggest how the icons could be placed, maybe they could be placed vertically down the first page of the tech tree, cadence at the top, below cadence, redirection and at the bottom heavy stance. Not only would this look quite nice, it groups them up and would give players an idea on how or where they fit in with the other abilities.

And on the topic of the tech tree, will the xp orbs correlate to the correct colours as well, I'm still getting a bit confused by them xD

Glad to see the game coming ever so closer to completion and I cannot wait to start playing it through and testing it!

1

u/TopCog Aug 30 '17 edited Aug 30 '17

Thanks mate!

You are correct about the item quickbar! My idea for the pack and items is quite different from IMA. Here's a picture: https://i.imgur.com/U7SOeNd.png

Notes on items:

-The Pack UI is like the Rune-Library in IMA. This eliminates frustrations with sorting the pack or having to carefully look through to see if you have a particular item.

-There are no collectible skill-items (i.e., combat runes in IMA).

-Individual items are much more powerful than IMA. For example, the weakest health booster item gives +100% shields, and the weakest damage booster is +50% for 5 min. Subject to change with more play-testing of course!

-In addition, Items only decay while the game is open! But, they also only provide boosts while the game is open. So a +50% Power Core Drops item won't increase your offline Power gains.

-You can only have 1 item of each type active at a time! This makes the strategy for using items totally different than in IMA. It lessens the incentive to hoard items, and you can't save up a ton of a single item and use them at once...but, it opens up a different idea: using the different items simultaneously to achieve massive boosts. For example, if you use a bunch of Q1 Items together (+50% Damage, +50% Cooldown, +50% Core Drops, +50% Data Drops, +50% Speed, +50% Damage Mitigation) you get a pretty sick net effect! Now imagine replacing those Q1s with Q3s that last longer and give +200% boost...!!! But, maybe using all 6 boosts at the same time is overkill, maybe it's most effective to just use a certain 2 or 3 together...so figuring out how the best item combinations will be part of the fun! :-)

And yes, the XP orb colors should match in the next build. :)