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Charm is a multiplayer PVP game based around firing magical spells to defeat opponents, while battling on a destructible landscape. Collect various spells and use them to battle with (and against) your friends!

Post news Report RSS Charm Development Blog [1]: Getting started, and some early updates

Explaining the recent progressions of Charm, from creation to the current present.

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Charm Development Blog [1]

What is Charm?

Charm is a multiplayer turn-based strategy game that involves firing various spells at your opponent wizards on a destructible battlefield.

Charms: Lore

There are various items found throughout the land called Charms. These Charms aren't any ordinary item; they grant the holder the capability to use magic. There are eight known charms: Fire, Water, Earth, Air, Electricity, Arcane, Darkness, and Divinity; each grant specific abilities to the holder.

All of the Charms.

Charms: Gameplay

For battling, each player can select two Charms only. Each Charm contains five spells, and there is an 11th spell that is unique to each combination of Charms which combines the two Charms' powers(for example, using the Fire and Earth Charms will give you a Volcano spell).

Chests

During battle with other players, there is a chance that a fallen player that you've defeated (you must land the final blow on this player) will drop a chest.

Chest Image

These chests contain a variety of items. So far, we've got a few ideas for items:

Items

You can find Gold Coins, which can be used to purchase cosmetics. You can also find books detailing the lore of Charm. You can even possibly find a golden key which is the necessary item for unlocking new Charms.

Maps

There will eventually be at least eight maps(one for each Charm, and even possibly more), but right now I've gotten two finished:

Grasslands

Volcanic Wasteland


Minor Features

Some other things I've managed to implement are an in-game way to capture screenshots(using a configurable key).


The Controls section of the Options menu.

Inside of the Options menu is also a resolution changing screen, which features on-the-fly resolution changing(you can change it during a match if you wish).

Also, I got some basic cave generation going so you can hide if you want!

Some basic cave generation.

Conclusion

Overall, I'm incredibly excited for this project. I'll keep you guys posted; stay tuned for more screenshots, videos, and updates on the game's development!

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