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Naruto Story: Light [Development]

4drik

Advanced OT User
Joined
Jun 30, 2014
Messages
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0uolOHk.png

Hello, I'm Adrik, and I am the creator of the Naruto Story.
This is the first OTS where jumping was introduced, the first OTS with dash, and many, many other unique features—and I want to create even more.
This is a great opportunity to thank the people who work with me on the server, they are incredibly talented, and I have immense respect for them.

I was inspired to create this thread by "[1 Month] Naruto Server from Scratch".
The author claimed all servers were bad and promised to create a better one in a month but failed, making only a few posts with minimal progress and leaving it unfinished.

Despite that, I liked the idea of sharing a detailed plan and progress updates, so I decided to try it myself—without limiting it to 30 days.
I believe I’ll complete my plan, no matter how long it takes.
In the coming days, I will share updates on my progress with the Naruto Story: Light. I will try to provide new information and interesting content from time to time.

e93V7PO.png
✍Defining character data in XML
✍Interesting creature techniques
✍Monster fight scenario
✍Refined NPCs that make the world seem believable
✍Interesting training based on mini games or simple missions
✍Adding functionality to houses
✍Simplifying the game at the start
✍In-game collectibles
✍Non-Naruto monsters change
✍Listening and implementing player requests
✍New locations, including missions and hunting grounds
✍Enabling client customization by players


BPmzgGx.png

Tell'em that it's human nature. I want Naruto Story to be seen as a carefully crafted game and server.
I believe I can also inspire someone and I admit that I also want to rub the nose of the author of the previous twin topic.

zHGE1vP.png

I can't say when Naruto Story: Light will be ready for players, as game development can be unpredictable.

ℹ️ Note that this thread is about showing goals and the content achieved.
If you're more interested in the technical side, check out my Patreon, where I share progress updates for server creators or those wanting to learn more.

 
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Non-Naruto monsters change

Today, I will remove the first weaker monsters that aren't related to Naruto: the Rat, Mutated Spider, and Modified Beetle.
I will add new monsters under the city (like in Tibia), but it will still fit the Naruto world.

After a research, I found these monsters in Naruto:
  • Ink Rat (let's keep the tradition of rats)
    glq1Jkx.png
  • Ink Leech
    Fj9N3l5.png
  • Ink Anamalocaris
    2H3bthl.png
Let's compare:
qHAth9l.png

These monsters are created by a drawing ninja, like Sai.
His son, Inojin from Boruto, also uses this technique, and we will use him to build the story later*.

ℹ️ These monsters don’t leave bodies, only ink splash, so players won’t need to collect loot.
Also, the last of these monsters should levitate.
A simple ink splash animation after defeating them will be the finishing touch.
 
Easier start

In Naruto Story, you enter a ninja world where space and time have been broken.
This means you can encounter the same characters at different points in time.

To make it easier to understand the story and gameplay, I’ll introduce an NPC: Inojin (the son of Sai and Ino).
6qsG52c.png

Due to the world's chaos, Inojin will unintentionally draw attention to himself.

From time to time, Inojin will check his surroundings. If there are no drawn monsters nearby, he will create it.
It’s worth noting that Inojin creates his monsters by drawing them on a scroll. An animation of him drawing will undoubtedly showcase the quality of the game development.

After resolving his own issues, he’ll explain things to ensure we don’t get lost like he did.
He will explain:
  • where to find the task list,
  • what tasks are,
  • that it is worth doing missions and where is the Missions and Tasks module.
A final feature of Inojin is his direct support for the player. He will draw an Ink Rat to assist in combat.

Since the NPC is done, I placed it in the right place, under Leaf Village.
Il8aBSC.png


Thank you for your support!
 
Preparations

Today I will show you the preparations for future ideas.
I drew checkpoints that I’ll need for one of the upcoming features related to training.
tFFJdci.png


We also started the effect for creatures appearing and disappearing.
GvsGb1J.png


I also began improving the sewer graphics, where I introduced Inojin as mentioned earlier.
w7SscZh.png


I did a little research (actually watched the anime...) and I have an idea for next creature...
VnkfEi2.png

(pixel-art by me and Lusca)
There will probably be several types of this monster.

Thank you for support,
ADRIK
 
Hey Ninjas,

Here’s another update for you!

I fit into categories like:
  • Refined NPCs that make the world feel alive and believable
  • Interesting training methods based on mini-games or simple missions
In my previous post, I showed you a checkpoint.

Today, I’ve completed an NPC who will initiate Agility training in the Leaf Village. To make things more immersive, Maito Gai (or is it Might Guy?) comes with his signature smile and a shining “OK” gesture.
Sv4noCR.png

He gives tasks like running around the village or an arena.
Here’s how it works:
  • Collecting checkpoints increases skill progress and adds a potential passive gain—a value that represents how much you can improve through passive training (e.g., running for Agility).
This type of training can be done once a day with a specific NPC. In the future, I plan to add similar training methods in other villages and for other skills. For now, though, Agility will be the focus.

On a side note, I’ve made some improvements to the Skills module in the OTClient. While there’s still room for improvement, I wanted to share that some refactoring has already been done.

On Patreon, I’ll show an extra animation frame and explain how I implemented the passive training progress bar in the Skills module, as well as highlight areas that can still be improved.

Thank you for support,
ADRIK
 
Just a random throw away idea, but it might make sense to make upgrade paths? vocations?

Basically, if they go down a specific path, they lose the ability to train some specific skill, or severely hinder it, but buff another ability, or several other abilities.

Example would be a character like Rock Lee.
Loses the ability to train Ninjutsu (even possibly zeroing out the ability), but gain's the ability to learn taijutsu more quickly and unlocking the ability to progress past the 3rd gate.

Doesn't always have to be that drastic, it could simply be a lower scaling in some area's and higher in others, instead of a total loss. Or simply capping the skill at some threshold / unlocking a higher cap in others. (assuming you were to introduce caps on skill levels)

Anyway, don't want to go to deep into idea's, since I basically know nothing about the project. xD
 
@Xikini
The idea fits well with the anime and reflects issues like Rock Lee's lack of talent in ninjutsu.
While Rock Lee's case is handled by giving him a low multiplier for ninjutsu progression, I’m considering different training paths based on player choices.

For example, a criminal wouldn’t realistically train with Might Guy, so it makes sense to create a different type of training with another mentor.

Another option is to limit training with something like training points, letting players choose how to allocate them across skills.
However, this could be tricky since some skills might be more valuable than others, making the choice too obvious and reducing variety.

A plan for these paths could be interesting.
I’ll work on this, but it likely won’t be very complex.
 
Hey Ninjas,

Before the New Year, I want to share some updates about the project.

I want players to know that the monsters they will face have their own stories and inspirations behind them. In the future, I’ll share detailed descriptions of the monsters so everyone knows they are carefully designed opponents. For now, meet the first monster: Snow Scout Leader.
6zGfbDN.png

Snowpiercer will be a special mechanic. Players using water chakra will be able to freeze water into ice and trap enemies inside an ice block.
2m951IS.png

I was inspired by an ice block effect from a childhood game of mine, Little Fighter 2. Here's how my prototype looked.
The improved version of the effect is exactly what I wanted to achieve.
Snow Scout Leader, as the owner of this weapon, will also be able to trap players in ice — but only after her HP drops below 25%. I believe this design tackles:
✍ Monster fight scenarios
✍ Interesting creature techniques

On Patreon, I’ve shared all the frames of my prototype (based on LF2).
cuaM6z0.png


Happy New Year,
ADRIK
 
Wow the graphics and effects look good and I don’t even know anything about Naruto or animes (apart from Pokemon if you could call that anime)
 
Hey ninjas,
I hope you spent this time with your loved ones, in good health and happiness.
I was lucky to do so, and now I’m back to work on the next version of Naruto Story: Light.

In Tibia, we’re starting with the Light Technique. It’s a bit sentimental, but it also has a deeper meaning. The Light Technique is purely visual—it doesn’t deal damage or heal. Because of that, we can consider it a relatively simple jutsu to master.

In Naruto Story, we’ve had the Chakra Emitting Jutsu for a long time.
However, that technique was partially my own invention from a time when there wasn't as many episodes of Naruto as now. In episode 290 of Naruto Shippuden, we learn about the existence of the Ball of Light Jutsu, so I’ve made the decision to replace it.
x5W6TNL.png

I think this change falls into the category of:
Interesting creature techniques

I also improved the quality of the initial effect, and I adapted it to isometrics.
qLrBICQ.png

More steps of how I did it are on Patreon:


Final effect:

We’ve also improved the effects for creatures appearing and disappearing, which I mentioned in earlier updates.

I noticed that in my game engine (which doesn’t yet have a name), monsters were attacking too regularly. Monsters had specific attack intervals, and if the player wasn’t "available" at the right moment, the monster could skip attacking for a long time. Without getting too technical, imagine this: A monster sees a player for a few seconds while the player is in a Protection Zone (PZ). The player leaves the PZ. In my opinion, the monster should immediately auto-attack, and that’s why I’ve adjusted monster behavior to make it more dynamic.

The last part of today’s post is about the first hunting ground for players.
I’ve already shared changes about Ink Monsters, but I’ve also added the Ink Snake to increase variety. Especially on a starter hunting ground, diversity is key. The Ink Snake is a fast monster that stuns and disappears after biting. It’s not meant to be a source of experience, but rather a challenge.
yoZEswB.png


There is a work to be done on the map of the first hunting ground and I will be able to present it.

Thank you for support,
ADRIK
 
Hey ninjas,
Sorry for not posting for a while. Turns out, writing posts isn’t my thing. I’ve been sharing progress in real-time with small audience, but I don’t have to worry about structuring my messages.

Progress Update
- ✍
Defining character data in XML ✅
A ton of character-related data is now structured in a single XML file, making it super easy to manage. This goal was actually completed a while ago, but I just wanted to officially acknowledge it now.

- ✍Monster fight scenario✅
I can define how a monster behaves based on its HP percentage. For example at 50% HP, a monster can switch to ranged mode, say something, change its appearance, cast a spell, or do anything else - limited only by imagination.

✍In-game collectibles ✅
The system itself is fully complete and adding more collectibles is super easy.
oD0NKcX.png


✍Interesting creature techniques ✅
I've added a variety of new techniques, as well as unique weapon effects. Here are some examples:
YdgrkPb.gif

cqFYgsw.gif

OUgl4Ux.gif


✍New locations, including missions and hunting grounds ✅
GcTrJf7.jpeg

ℹ️ Note this is an older screenshot; the sewers look even better now
wDysglw.png


I’ve implemented some changes to death
1JweHJH.png


I wasn't happy with the instant damage before the attack animation hit, and why was the attack event constantly being scheduled for some time later, even if we hadn't dealt damage, e.g. due to out of range?
So I rewrote auto-attack.

Frequent posts take a lot of time so for those interested, I’ve created a small community where you’re welcome to join 👋
I hope the next post will be about testing everything in-game with you!
ADRIK
 
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0uolOHk.png

Hello, I'm Adrik, and I am the creator of the Naruto Story.
This is the first OTS where jumping was introduced, the first OTS with dash, and many, many other unique features—and I want to create even more.
This is a great opportunity to thank the people who work with me on the server, they are incredibly talented, and I have immense respect for them.

I was inspired to create this thread by "[1 Month] Naruto Server from Scratch".
The author claimed all servers were bad and promised to create a better one in a month but failed, making only a few posts with minimal progress and leaving it unfinished.

Despite that, I liked the idea of sharing a detailed plan and progress updates, so I decided to try it myself—without limiting it to 30 days.
I believe I’ll complete my plan, no matter how long it takes.
In the coming days, I will share updates on my progress with the Naruto Story: Light. I will try to provide new information and interesting content from time to time.

e93V7PO.png







fr legends mod menu






BPmzgGx.png

Tell'em that it's human nature. I want Naruto Story to be seen as a carefully crafted game and server.
I believe I can also inspire someone and I admit that I also want to rub the nose of the author of the previous twin topic.

zHGE1vP.png

I can't say when Naruto Story: Light will be ready for players, as game development can be unpredictable.

ℹ️ Note that this thread is about showing goals and the content achieved.
If you're more interested in the technical side, check out my Patreon, where I share progress updates for server creators or those wanting to learn more.

Hello Adrik! It's inspiring to hear about your dedication to enhancing the Naruto Story with unique features like jumping and dashing. Your commitment to continuous improvement and appreciation for your talented team is commendable. Sharing your development journey and progress updates will undoubtedly engage and motivate your community. Best of luck with Naruto Story: Light!
 
Great job, accuracy to the anime is admirable. Do you have any news? I'd love to see the progression :D
 
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