Tactical top-down party RPG with a pauseable real-time combat system. Project started august 2016.
Tactical RPG with pauseable realtime combat. Testing a new system where the team of 4 is freely selected from a pool of 9 heroes. Duplicate heroes are also allowed.
The player now chooses up to 4 heroes from a pool of 9 heroes with fixed abilities. Taking duplicates of a hero is also allowed. The hero selection screen is displayed next to encounter selection.
Be sure to have at least 1 hero in the team before starting encounter.
Advancing death zone with gates: Heroes must flee from an incoming death zone, but there are gates blocking the escape. Killing a group of enemies opens a gate.
Sky encounter zone. Floating platform with clouds under it, daylight
Added a few dialogues to the tutorial section to show it off a bit.
Added system for encounter zone variants (Easier to create different encounters in same/similar arena)
Now supports having some dialogue sections. (not currently used)
New environmental hazard:
Some skills can now ignore line of sight, such as enemy summoners spawning enemies through walls from the other side of map.
Taunt now forces enemies for attack the taunter for X seconds
Mage: Lightning Beacon
New types of skills with zones or auras
Healing Zone - create a zone which heals all allies inside it every 2 seconds.
Shared Absorb Zone - create a shielding zone which absorbs up to X total damage over 10 seconds. The absorb amount is shared between all allies inside the zone.
Buffing Zone - create a zone which buffs all allies (or debuffs enemies) standing inside it
Support skills: added type which hits caster and one ally.
Debuff resistance renamed to Status effect resistance, it now reduces duration of harmful Status effects (e.g. Stun, Sleep, Root, Slow) and no longer reduces duration of other buffs (e.g. DoT effects from some abilities).
Changed the encounter starting menu to be more distinct from toggleable menues by changing it’s background.
Disabled some menues which are currently unused (talents, attribute, map, ...)
Updated pathfinding logic.
Should be somewhat better, esp so enemies don’t get stuck behind each other in corners etc.