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FACTION LEGACY

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May.6.tues

  • Headless observers implemented so turrets will fire even if players are offline. 

Apr.27.sun

  • Enhancements should power scale according to rarity
    Rarity Multiplier Meaning
    Common 1.0× Base effect only
    Rare 1.2× +20% stronger
    Very Rare 1.5× +50% stronger
    Ultra Rare 2.0× Double effect
    Cosmic 3.0× Triple effect (MYTHIC)
  • Polishing of rider hud to accommodate inventory
  • Deployment of turret based on inventory working 🙂
  • Finally a proper enhancement mapping system
    EnhancementEmojiName
    Shield Boost🛡️“Aegis Module”
    Damage Boost💥“Bloodfire Condenser”
    Speed Boost“Tempest Dynamo”
    Range Boost🎯“Eagle Eye Prism”
    Cosmic (all stats)🌌“Cosmic Relay”
  • Finally a proper component mapping system
    TurretComponents NeededBlueprint Name
    const creep;🧱 Iron Shard + 📜 Conscript Deployment Manual 
    let tenant;📘 Tenant Order Code + 📜 Tenant Platoon Manifest 
    Cerberus🔥 Inferno Core + 🦴 Cerberus Skeleton + 📜 Cerberus Blueprint 
    Hydra💧 Flux Crystal + 🧬 DNA Coil + 📜 Hydra Blueprint 
    Ankhl Snare🪙 Ankh Token + 🕸️ Snare Fiber + 📜 Ankhl Snare Blueprint 
    Iron Taser🔋 Energy Cell + 🛠️ Conductive Mesh + 📜 Iron Taser Blueprint 
    N-GIN⛽ Gas Valve + 🔴 Ruby Filament + 📜 N-GIN Blueprint 
    EL-XR🔋 Power Capsule + 🟢 Emerald Infuser + 📜 EL-XR Blueprint 
    Blodclaat💣 Blasting Charge + 🧨 Trapwire Assembly + 📜 Blodclaat Blueprint 
    Angry Lotus🌸 Lotus Core + 🌪️ Pulse Mechanism + 📜 Angry Lotus Blueprint 
    Rustshot🔫 Rusted Barrel + 🧿 Sniper Lens + 🔧 Gear Modulator + 🛠️ Recoil Stabilizer + 📜 Rustshot Blueprint 
    Railgun⚡ Ion Accelerator + 🧲 Magnetic Rail + 🔧 Precision Mount + 💽 Control Chip + 📜 Railgun Blueprint 
    Tesla Coil⚡ Lightning Core + 🔩 Tesla Rod + 🔋 Power Sink + 🧲 Flux Magnet + 🔧 Coil Stabilizer + 📜 Tesla Coil Blueprint 
    Prism Tower💎 Prism Lens + 🔮 Energy Shard + 🔋 Solar Condenser + 🛠️ Calibration Gear + 🧬 Quantum Fiber + 📜 Prism Tower Blueprint

Apr.26.sat

  • Today I polished the level up system, nice designs for the rider div are compounding per level. Appropriate ux for different level up use cases (player doesn’t spend all his points at once, putting a different design on the added stat points) added. Super cute. 

Apr.25.fri

  • Aura points can now successfully be allocated per level up.
  • Integrated into the rider hud (no separate interface) to give it that gamelike feel. 

Apr.19-25

  • There was a bug in the levelling system that stumped me but it’s fixed now and I don’t even want to talk about it. I’m so dumb 😀

Apr.16-19.holyWeek

  • putang ina, you will have to write to the turret who attacked it last so you know who to give xp to otherwise you’ll be giving xp to everyone (ini palan ang limitation kung tano last hit ang pinakaginigibong mode of xp giving ta kung each attack may xp irigit ang database mo gabos na users mawrite and in some cases sobrang sarabay. tunaw server XD) The only thing keeping us from rewarding effort (too) alongside output is server capacity. 
  • Recalibrated distance to full energy based on testing with Piwan <3
    Every 2 meters gives you 0.1 energy so every 1 energy point = 20 meters
    Rider Level Max Energy Distance to Full (km)
    R1 100 2.0 km
    R2 150 3.0 km
    R3 200 4.0 km
    R4 250 5.0 km
    R5 300 6.0 km
    R6 400 8.0 km
    R7 500 10.0 km
    R8 600 12.0 km
    R9 800 16.0 km
    R10 900 18.0 km
    R11 1050 21.0 km
    R12 1200 24.0 km
    R13 1400 28.0 km
    R14 1600 32.0 km
    R15 1800 36.0 km
    R16 2000 40.0 km
  • I think that’s it Attack-A-Turret Tek™ is complete 😀
  • Fixed player attack should damage every structure within player action zone. 
  • Structure lost and structure neutralized logic and game sounds added.
  • Attack energy desync fix.
  • Energy (Fuel) connected to database, real-time sync with multiple devices
  • Turret death cleanup, sounds and tuple-ing corrected. 

Apr.15.tues

  • An attack system for players to attack towers 😀 Tested by Jen iterated twice, when Jen was able to make a critical hit thrice in a row very easily I shruck the crit back and crit region and made the moving bar spawn in random places to steepen learning curve. Feels nicer to play, reminds me of a combo in Cabal, challenging, fun, but the crit feels fair.
  • Players will have energy bars that can be filled up through riding (replenish equivalent to distance travelled)
    Rider LevelXP Required to Level UpMax EnergyDistance to Full (at 100 / 2.5 km)
    R101002.5 km
    R22,5001503.75 km
    R320,0002005 km
    R470,0002506.25 km
    R5150,0003007.5 km
    R6300,00040010 km
    R7600,00050012.5 km
    R81,200,00060015 km
    R92,400,00080020 km
    R104,000,00090022.5 km
    R116,000,0001,05026.25 km
    R128,400,0001,20030 km
    R1312,000,0001,40035 km
    R1417,000,0001,60040 km
    R1524,000,0001,80045 km
    R1640,000,0002,00050 km
  • Players will have xp, and fuel xp progression will be from R1 to R16 (rider levels) patch requirements are needed to unlock R9 – R16 to avoid reaching R16 just by spamming 1 action. All riders who reach R16 will have contributed to the faction hollistically.
    Patch NameAction TrackedDescription
    🏍️ RacerDistance TraveledRide hard, ride far — your wheels leave marks.
    🎒 ExplorerItems Picked UpScavenger of the Rift, collector of relics.
    🏗️ ArchitectTurrets DeployedConstructs defenses, lays out the domain.
    🔧 MechanicEnhancements Applied to TurretsTunes, boosts, and customizes structures.
    💥 DesolatorTurrets DestroyedBrings ruin to enemy defenses.
    🧠 CommanderCreeps Killed via TurretsTactical thinker. Your turrets obey and slay.
    🔪 SadistTotal Damage InflictedPain is your language.
    💉 MedicTotal Healing DonePatches up the wounded. Keeps the war going.

Apr.14.mon

  • I will call this FairFire Engine™ <- I am so proud of this because it got me several tries to get it right.  Syncing browsers across several accounts (account A logged in in 2+ browsers at the same time) and across several devices (phone tablet with 2 persistent logins each)  is messing up the turret attack system with duplicate damage writes because each browser tends to have its own local storage rules. We unify these non-standard rules into a packet that is race-condition fortified ensuring all attack damage writes across virtually any f*cking device on God’s green earth will be in sync and stay in sync in linear time O(n). 🙂 FairFire Engine™ <3
  • The base stat of the turret is computed as the total of the base stat plus the augmentation of the player aura which is wrong. Fixed this. 

Apr.13.sun

  • Quest player action Radius™ (Attack, Craft and Deploy from mobile interface)
  • Fix error multiple logged in users (same user) duplicates damage in turrets and creeps
  • unintentionally created an okay way to limit spam deploys in one place, the turret range radius is on top of the Player Action Circle making it impossible to deploy a turret within the range of another turret. Okay to.
  • To test is the following of the player real time (what’s the error range)

Apr.12.sat

  • 1 month anniversary of QuestRider in development mode 😀
  • A working info tooltip for the turrets (display to see status of towers in real time)
  • Quest Player Aura Mechanics™ – players have auras they can make stronger as they level up that corresponds to the tower attributes. Deploying a tower will apply the aura of the deploying player. Players have a choice if they want to specialize or be generalists. Either approach is fun.

Apr.9.wed

  • Full Login System with N4-G.A. Code verification
  • Quest Rider Notification Engine™
  • Cleanup Logic for celebrations and unitDeathNotifications across all devices. (prevent creeps from broadcasting dying sounds when new players join)

Apr.8.tue

  • Fixed duplicate scoring duplicate scoring by using a scoreClaims (our implementation of an atomic transaction-based locking mechanism, para only one client can officially score each creep. Then, to allow all clients to still hear the sound and see the floating +1/+3 animation (kasi since atomic si scoring logic nadara niya dawa si mga effects), we separated the visual/audio celebration by broadcasting a /celebrations/{creepId} event, which each browser listens to independently. This keeps the score secure and consistent (saro lang nagsscore si first in queue sa scoreClaims), while preserving the full experience for all players watching live (audio and animations intact).
  • Fixed duplicate attacks getting registered per creep per turret. Atomic deduping also via the user of usernames and browser ID’s
  • A working player registration and login system. 
  • First drafts of the QuestRider Lore and collection of Myths that surround Naga and Hero SplashScreen.

Apr.7.mon

  • ✅fixed HP bars lingering if creep reaches destination.
  • ✅fixed Creeps become invisible (when reaching enemy base) but still attackable with turrets that cover the enemy base.
  • ✅ Auto-delete creeps from database on death or success

Apr.6.sun

  • To fix. healthbars stay if creep reaches destination. tower that covers base continues to attack already finished creep.
  • Health bars for creeps 🙂 with global multi device sync (~100ms fuzzy sync is the best we can do given we actually sync literal on-map movement).

Apr.5.fri

  • Finalized Turret Types
    TypeVultariSolinarDetails
    Level 0 Shooterconst creep;let tenant;Lowest tier. Human-like unit. Single projectile,
    low speed/damage. Stationary soldier.
    Multi-target TowerCerberusHydraTargets up to 3 creeps. Cerberus = flame-based.
    Hydra = clean energy bursts.
    Stun TowerAnkhl SnareIron TaserTemporarily disables creeps. Vultari version
    references the Ankh (like Ankle Snare).
    Healing TowerN-GINEL-XRHeals friendly creeps within range. Gas station designs.
    Each uses a color gem (Red for N-GIN, Green for EL-XR).
    Mine / TrapBlodclaatAngry LotusActivates when enemy creep is nearby. Instant explosion.
    Vultari = explosive, Solinar = elegant lotus detonation.
    SniperRustshotRailgunMassive range (¾ map), huge damage,
    narrow firing arc (not 360°). Line-based targeting.
    Elite TurretsTesla CoilPrism TowerTesla: fast orange lightning zap, Prism: slow
    high-damage laser + spark burst.
    Both have custom animations and sounds.

Apr.4.thu

  • Strategic Zone Control for Turrets: AOE, DPS (or cooldown), HP, and range. 
  • Deterministic Turret Firing: Turrets should fire in sync in all devices. 
  • Ressurecting Creep Bug. When the page refreshes, the listener re-triggers for all existing creeps, and since we don’t store whether a creep is dead or alive,  it just respawns and continues its journey like nothing happened 😆Garo walking but invisible. 

Before Apr.4.thu

  • I started taking notes today because I feel I’m learning a bunch of things that I didn’t know were important to creating a game like this but before today here is what I did.
  • Deterministic Sync of creep waves. There are essentially 2 ways to sync something in a multiplayer game of >2 clients. Non-Deterministic syncing and Deterministic syncing. Non-deterministic syncing means okay I am starting you now, go walk towards the enemy base. This is gentler and non taxing to the server but you suffer sync issues when a device viewing the same page sa a higher spec than other devices (creeps in the high end computer move faster), so deterministic sync is better, it nominates 1 client and that client is the one that scores for everybody. All other clients just copy the score through some pub-sub listening script.
  • Directions API is so costly, I want to spawn creeps every 30 seconds pero magiging pobre ako. Pass. Every 20 minutes lang kita Sehr. Every checkpoint is 12 hours so 3 per hour * 12 36 calls to the API per half day 72 * 7 calls per cycle. Manageable. 

Mar.12.wed

  • The idea came to me while riding Piwan around Naga.
  • Initial concept drawn on my small whiteboard.
  • Lots of brainstorming, Don Papa, and Lay’s. and then the first deployment of the neithan.rocks/questrider page.