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The game is inspired by the good old titles like Dungeon Master, Stonekeep, Eye of the Beholder etc.

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In Skullstone you won’t be able to customize your party members. Instead, you can choose from a big group (about 20-30) of pre-defined characters. We decided to completely abandon the concept of classes/professions. Instead, each character will begin the game with a unique set of abilities and special skills.

Abilites:
They basically reflect how well your character is trained in a given domain. These domains are: using different kinds of weapons and armor, schools of magic, blocking, dodging etc. When gaining a level, characters get points that can be spent to develop their abilities. Not particularly exciting, unless combined with…


(each level your character will get a fixed amount of ability points to spend)


Skills:
Here’s where the fun kicks in. From the very beginning, each character will have 3 special combat-related skills. When activated, skills will give your character considerable bonuses (e.g. greater attack power, faster attacks, mana regeneration), but can also give penalties (e.g. lower defense, inability to move, hit point loss).
Special skills can be divided into three groups, according to the way they work:

  • timed: The effect lasts for a fixed amount of time. When it’s gone, you have to wait to be able to reuse the skill.
  • toggle: You can turn the effect on/off anytime. When it’s on, the skill will use up your character’s mana/hit points, so use it wisely!
  • idle: If you use the skill, its effect will last until the nearest successful attack. After the attack is executed, the skills’s cooldown period will begin.

Also, the higher your character’s level is, the more powerful his/her skills are.


Skills of dungeon mobs:
That’s right. In Skullstone, your enemies will be able to do more than just walk or attack. Lots of critters will have their own special skills (similar to characters’ timed skills) that can be used to make encounters more demanding.

(watch out! the spider's just got angry)


We've also changed our GUI a little, to make it more comfortable. Let us know what you think of it :)

(you can see skills icons below each character's portrait)


Skullstone - a brief development update

Skullstone - a brief development update

News 1 comment

Here's a brief list of what's been done since our last devblog entry :)

The beginning...

The beginning...

News 1 comment

An introduction of a new project here: an 'dungeon crawler' game with 3D graphics.

Comments
13branniy
13branniy

Nice looking one! Keep going guys!

Reply Good karma Bad karma+1 vote
druss66
druss66

when are we looking at getting a demo, looks great btw

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FrozenShade666 Creator
FrozenShade666

This year we will release a demo. There are still many things to do.

Reply Good karma+1 vote
taintedpyro813
taintedpyro813

nice.looking forward to an article on the stage of development

Reply Good karma Bad karma+4 votes
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Skullstone
Platforms
Windows
Developer
PGR
Engine
jMonkeyEngine
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Genre
Role Playing
Theme
Fantasy
Players
Single Player
Project
Indie
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Latest tweets from @skullstonegame

Do you remember our golem? This is the improved version. #screenshotsaturday #gamedev #indiedev T.co

Apr 30 2016

We made a new video with (very) early gameplay: Youtube.com #rpg #gamedev #indiedev

Mar 20 2016

A screen taken during development. #screenshotsaturday T.co

Mar 19 2016

AoE and curses during fight with a pack of gholus. #Screenshotsaturday #gamedev #indiedev T.co

Mar 12 2016

Here's what happens when a monster meet the party of heroes. Gph.is #dungeoncrawl #dungeonsanddragons #indiedev #indiegame

Mar 6 2016

We published 3D animated model of our latest mob. Skfb.ly #blender #gamedev #indiedev

Mar 1 2016

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Skullstone
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