Hiya Questers! Today I figured I would walk you down the road of testing a weapon in MechQuest. Something awesome about MechQuest weapons is that each weapon is unique in its own way. Every weapon has a different special, different art, and different effect! Since each weapon is so unique, every weapon must be tested individually to make sure that everything is working. You can't just equip the weapon, say "This weapon looks good" and then release it because there are a LOT of bugs that come up!
For instance, I just finished a weapon this morning that is releasing later today. I would say I have 9-15 different versions of this weapon, each with little buggies. For this weapon, there are 17 different things that the team and I had to test. The beautiful thing about testing is that you can locate and pinpoint the bug, and then attempt to fix it. In the list of things the team and I had to test, we went down the list one by one, checking off the things that worked and noting the things that didn't. What happened a lot during this process was finding one bug, fixing it, doing a miniature celebration, then find another bug. Rinse and repeat.
Last night when I was working on the weapon a rather annoying bug occured. I have since dubbed it the name "Bug of Staying up Late!". Last night, with only one thing to test, a bug that literally defied the logic of math worked its way into the weapon. The bug was: 5 * -7 = 40. Which is false. 5 * -7 SHOULD equal -35. Why was this happening? I reviewed the code with Maegwyn and Vivi about 5-10 times over, and we still couldn't figure out why it was occuring. We decided to call it a night and tackle it in the morning.
Boom, 10:30AM and the bug was never a bug. The enemy had an inherent -5 boost, and the -35 was just being added to that. So in all, the code was right, and it's just I never realized the enemy had -5 to begin with. It's safe to say the game trolled me.
Well, that's it from me this week. I hope you enjoy the weapon coming tonight! It's called the "Valoth's Epic Shredder" series.
The specials are attached below :)
(FA and BA) 5 hits CD = 3 As always NSC (SC,NG)
Reduces enemy BtH by 6 (8/10) PER SUCCESSFUL HIT, AND duration is 3 turns
Hit 5: NSC & SC good chance for a crit / NG guaranteed crit
Vs. ShS Enemies: reduces damage by -6 (7/8) per hit
SC Only: -- Hit 1 reduces immo resist by 70 -- Hit 2 tries to stun
NG only - scales - 10 (to 19) 20 (to 29) 30 (to 39) 40 (to 49) 50 (to 59)
Commemorative only: General damage boost of +20(25,30%) and BtH boost of +50(60,70) against Shadowscythe and Ebilcorp enemies.
I'm actually transmitting to you from the Secret Underground Lab, which I can tell you is a far drive from my Undisclosed Location. I battled the elements to get here - Water and Lightning were especially strong, and Darkness turned out to be a factor in the end. Mission Accomplished - I'm sitting across the desk from Korin!
Specials: Here are the specials for the Automorph-P series mecha models that are now in the Star Captain Club mecha shop on the 2nd floor (Artillery Level):
Front Arm: - 1.25 times damage - -30 enemy defense
Back Arm: - 1.25 times damage - Roll for an additional hit - Hit 1 and 3 get additional a roll for -10 enemy defense
Shoulders: - Roll for an additional hit - Hit 2 and 4 get a roll for +20 BtH each, stacking
Body: - each hit gets a roll for +10 BtH , stacking - Hit 1,3 and 5 get a roll for a critical hit
Head: - Hit 1: +10% general damage - Hit 2: +15% general damage - Hit 3: +20% general damage ---> no rolls, stacks up to 45% general damage bonus
Hits 1 and 3 get a roll for a critical hit
Thanks to blues for the specials, and to Vivi for doing the coding!
SC Club "SCEM" for Levels 43 and up! With last week's Automorph-P release, many of you asked for it and other models to be released for the higher-level players. I'm going to show Practel how to add the scaling code and I'll make the new database entries for this Friday's release. Automorph-P, Dharmahp-P, and Falcon-P will the the models getting the higher levels this week!
Tweet #MechQuest: Send out a tweet using the #MechQuest hashtag with your wishlist of non-rare weapons and mecha models you'd like to see at higher levels. The weapons are the very fastest for me to put together so if you get me a list I should be able to add a TON of them!
Magitech Scythe Recolor: Plasma Charge did a nice recolor to the arm that is a huge improvement upon my original. This is the promo weapon that comes with the Artix Entertainment Artist Sketchbook, which you can get from HeroMart
Isn't that beautiful?!!? Nice work, Plasma Charge!
And finally... some big news - Diozz is working on a couple of projects for MechQuest! That's right - @AQWDiozz is doing some guest art for us! I can reveal to you that the first project in progress is ... going to be an amazing...
Automorph-P Arrives! Swing by the Star Captain Club in Soluna City any time to pick up the new SCEM - the Automorph-P series! A newly-balanced version of the original model, this all-terrain mecha is a must have for any Star Captain!
Cosmic Ivy Blade OC II: Have you ranked up to Grand Champion in the Colosseum? Head to Planet 51 to open the Grand Champion shop, and use your Nova Gems to grab the Level 48 version of the Cosmic Ivy Blade!
And then, of course, take it into battle!
Thrilling NEW missions in the works! Stay tuned for further transmissions. Over the next few weeks, new March of the Shadowscythe episodes will be revealed. With them they will bring new enemies, new challenges, and new rewards!
Hey Questers! Just thought I'd stop by and drop some DNs on the table for you guys. There's a lot to talk about, so let's get to it!
First up is our plan for this week. The goal is to release something for the higher level players, specifically those between levels 41 and 50. However, there is a twist! We are going to be taking suggestions for non-rare things you want at those levels this week. Tweet your wish list to us
( @MaegwynAE & @PractelAE ) with the hashtag #MechQuest and we'll see how many we can get in-game! Watch the Design Notes for shop info.
Secondly, I know some of you have been wondering where I've been for the past couple of months, and honestly, life has just sucked all of my time away! I plan on returning full-time and ready to rock and roll in one week. Get ready for a lil bit mo Practel in yo life!
Finally, shoutout to Jemini because it's her birthday! In honor of this special occasion, we are releasing a "Jemini Statue" which Star Captains can collect, just like Jemini herself! Congratulations @JeminiAE on the level up!
Well, that about sums it up for me right now. Take it easy, pilots!
BATTLE ON! The Shadowscythe themselves seem to have been aligning themselves against the MQ Team - if something could go wrong, it probably did - but we're pressing onward because WE ARE MAKING THIS HAPPEN! Ghost wrote an amazing new soundtrack, "System Overload," which I'll be setting up as a Starship item Stereo player for Star Captains for a low introductory price to thank you for your patience and your continued support.
Everything seemed like it was good to go for today's release. Received the missing background, and the finalized cutscenes. Plugged it all in, and...
When it's set to False, it won't loop. It'll play, and then it'll stop playing. Pretty simple, right? Well as it turns out, everything depends on how you define "it." "Song2" can be set to True but if what's playing is "musicTest", which is set to False, you can set "Song2" to True over and over and over, but what you hear isn't going to loop as intended, because "it" is not Song2.
Same thing with the cool sound that should play and then stop playing (except when it doesn't ever stop playing, even when you thought its Loop was at False... but Flash reorganized the component elements, so its Loop was actually still set to True). And what if you really don't want to hear sounds at all? The sound toggle button works everywhere else, so it should just be a matter of inserting a layer and plugging it in. Right? Right? ... how can that not be right?
All the components are lined up like ducks. In a row. We're now going to get them to swim together in a synchronized dance.
Korin & I worked together to figure out what was going wrong while Plasma Charge worked on testing potential fixes and pointing out issues. I figured out why the player was facing backwards and fixed that, so you won't encounter that Gremlin. We work hard to get everything bug-free and I'd also like to thank Elryn, Gibby, Practel, and Vivi for taking the time to pitch in.
As always, thanks for your support - your responses and messages always affect the team, as we read everything you say even when we don't necessarily have time to write back.
The Cinco de Mayo Weapon Shop is Live! Happy Cinco de Mayo! Pick up a Limited-Time Front Arm weapon - the Go.Oogly. Celebrate the spirit of Maypril Foolery when you attack. (Hint: Turn up the sound!)
3 hits CD = 3
NSC Special Effects: *Good Chance for a critical hit Damage Increasing Over Time!, Increases Boost by +10 per turn for 3 turns. +13 Bonus for every successful hit x 3 turns.
SC Special Effects: *Good Chance for a critical hit Damage Increasing Over Time!, Increases Boost by +12 per turn for 3 turns. +16 Bonus for every successful hit x 3 turns
NG Special Effects: *Good Chance for a critical hit Damage Increasing Over Time!, Increases Boost by ( was +10 every turn for 5 turns) +18 per turn for 3 turns. +18 bonus for every successful hit x 3 turns.
Enjoy the holiday! I left the Clover O.ops shop open because I read on the forums that at least a couple of people are still farming credits for it. So, have fun, enjoy the rest of the weekend, and, as the saying goes....
Maypril Weapon scheduled for SUNDAY 5 May 2013 - Shooting for noon server time!
I think the weapon is looking good! Just needs me to do a bunch of database entries (unless I or another tester finds a last-minute Gremlin) - and I also need to adjust some files before rolling the Go.Oogly series Live.
Going to get some sleep and I'll catch you on the bounce-around! With a shop and lots of nice weapons for you!
Go.Oogly! A Maypril RARE weapon is almost ready for you! I worked VERY late (it's was 5:30 AM in the Undisclosed Location when I started writing this note to you) - and, among other things, modified an old weapon with some new graphical assets and sounds to create a new theme for it. Still need to tweak the specials - everything is functioning so the coding shouldn't take me too long. Oh, and still need to decide the levels, come up w/descriptions & names, and make the database entries - sounds like a lot, but goes quickly. My plan is to give you a Cinco de Mayo Shop. Ideally I'll have it ready to open on Sunday, May 5th - should be doable! Watch this space and the homepage for updates!
The Story Behind the Design: One of our players, known as #Kale on the forums, suggested that we make an O.ops version of one of the starting guns as a Maypril fool. I didn't want to just release a weapon that only players with 5,000,000 credits could get, so I decided to do something different with the o.O part of the theme.
o.O: Gibby recently linked me to a series of photos of googly eyes stuck onto store packaging, and that fed into the inspiration for the weapon. I remembered that we released a carrot weapon - a gun that shoots little carrot flechettes that stuck into the enemy & hung there before exploding. So I thought maybe I could figure out how to convert the existing animation. It was a little fiddly figuring out how it was done, but it's always fun when you get that "aha!" moment. Then I started recoloring and redecorating it. The really fun part was figuring out how to attach the sound effects! I think you'll find it amusing.
Maypril Mecha Delayed: I know that many of you are eager to get the traditional holiday super-RARE mecha and I do apologize for not having one ready for this Maypril. Everyone is working overtime on Finale assets and although we did talk about doing a mecha, the art and animation wasn't practical to schedule in, and had to be put on the back burner. I do still want to give you some kind of foolish, fun mecha this year, but I can't promise you a date.
Upcoming Installment of the Finale Quests - Rescue Jemini: We had hoped to have this ready by Friday - we still are in need of one background, but that gives Vivi more time to code the new enemy you'll be up against (and more time to test & balance). Blues also came up with specials for an SC Challenge version, so Vivi will code that after finishing the regular version. Korin has been building the quests in "bare bones" framework so I/we can add the art assets as they come in. J6 and Minar both made some BEAUTIFUL backgrounds for this mission. Ghost did the cutscenes, which are AMAZING. I really love the facial expressions in the first one - we can hardly wait for you to see them in game! He also has a wonderful new soundtrack, and I'll be making a stereo for those of you who are Star Captains to put in your Starships (along with a bunch of new Starship Items).
NPC Enemies: During some of the upcoming Finale missions, you'll be on foot battling more NEW enemies. I've been working on some new swordfighting monster AI - not a global revamp of the swordfighting engine, but a fresh approach to creating the enemy tactics. These individual enemies are getting unique attacks which should turn out to be fun, requiring a little strategy beyond just hitting Strong Attack (or Magic) with your strongest Energy Blade. I got the Casting animation to work in the monster file I was doing earlier this week, so there's a chance I/we can apply this to make other existing swordfighting enemies do some interesting things in the future as well.
I can't say too much about the NPC enemies because it's an ENORMOUS spoiler, but I can tell you that Alina sent me a WHOLE LOT of files this evening (er, I guess that's yesterday now) and one of them is an NPC I was eager to start working on! So I did get started on converting it to an MQ-style monster in the wee hours of the morning. I learned quite a lot about how the body parts are put together due to a sizing issue when attempting to replace an existing head with the new one. I'm looking forward to doing more with this! And the top-secret NPC whose casting animation now works is one who only had a front-facing view - Minar created a side view so that the battle wouldn't look weird.
Missions After This Next One: Plasma Charge made some backgrounds that will be in an upcoming mission, and he's working on art for a new mecha-battle enemy. He's in the midst of his Leaving Certificate so he's pretty swamped with school. Vivi, Practel, and Arklen are also quite busy at their schools, so I'll add more news about what they're up to when their schedules free up a bit!
Thank you for playing MechQuest! May the Fourth be with you (and I'll update with Cinco de Mayo news when I know