Actionbar / UI:
I updated the graphics on the UI completely with a new skin, I also added buttons to access all of the UI elements (badly drawn currently) Backpack, Crafting, Skills, Main Menu
I re-skinned pretty much the whole UI with my own graphics:
Spell Casting / Particles:
I added casting particles for the healing spell I want to add some more alpha blending later on but this is a great place holder for now:
I added a fireball spell to the wizard class
This is a fireball has a 3 second cooldown, costs 10 mana and does between 10 and 25 damage.
Player spells have the following interesting features:
- Every projectile in the game actually has its own health, if this projectile does enough damage to kill a projectile it passes through it disappears
- Player projectiles don’t go by this same health formula
- When they hit an enemy they disappear
- You cannot cast instant cast spells while running, you need to stop for a tiny bit of time (like 1 frame) to get the cast off
It makes for interesting gameplay on the mage class, I think next I will add a aoe freeze/root type spell to round out the mage gameplay.
Here is a GIF of the casting of spells showing the destruction of NPC projectiles with no particles yet (I may move the actual spell graphic to a particle as well)
Shield Mechanics:
- Shield blocking is fully implemented, if its a projectile you can completely mitigate the damage with the shield, but each block does take away the shields durability!
- Need to make the shield reduce incoming melee damage when its out, I am thinking that having the shield reduce incoming damage on the shield facing direction by 1/3
- Add more shields
- Unique shields that will reduce magic damage (once implemented)
- It’s not as pretty but I ended up placing the shield away from the player more to make blocking more fun, its pretty cool!
Here is a large GIF of me blocking some projectiles!
Lostgateways.com
Armor:
- Damage reduction is calculated with the following forumula (which may be flawed but its good enough for now)
- DamageReduction = (ARMOR_VALUE / 300) * Damage;
- With 300 being a very high armor value that would mitigate 100% of damage, I have damage reduction capped at 75% though
Misc Thoughts:
The game itself is getting more fun, it has more elements that are fun, but I still don't have much "gameplay" as David said before he left, it kinda feels like a unfinished tech demo, but it really is I am not even to what I would consider an Alpha right now =)
I am making passes every day rounding out more gameplay mechanics making it more interesting, I think something that is really needed is a respawn mechanic I am considering adding little wells around the game in the center of town, and randomly spawned, or near dungeon entrances.
I think waking up with extreme hunger and thirst might be a good punishment for dying.
I think I will set my Alpha goal to functioning town, or if I decide its not really very fun and roll back into the RPG route it will be random Dungeons.