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RuinousA
RuinousA - - 3 comments @ An Introduction to Classes

By "realistic possibilities", things that are more realistic representations of what you might see in battle, like a 'knight' as opposed to a 'chef'? Pretty much, although there are a few classes down the line that bend that rule a good bit, but in a good way. As for beast classes, I would love to get them in, but they'd be difficult to squeeze in contextually, and I'm more focused on making both genders available for all the standard classes first. I'd like to get male/female-specific trees in there too. So, beasts are a bit of a stretch. Thanks of the compliment about the art! Shadows look much better in game at low opacity, and yeah, I didn't polish them up yet anyway.

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RuinousA
RuinousA - - 3 comments @ First Trailer and Introduction for Chronicle of Ruin!

Thanks! Yeah, I actually completely agree with you too. Ogre Battle was fantastic, but there were a TON of balance issues with it. The alignment system was the issue that always caught me :P -- Abuse Warren early on, then by the time he hits level 10, whoops! ALI too low, can't make him a mage. The game has a ton of little nagging stuff like that, which is exactly what I'm aiming to iron out.

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RuinousA
RuinousA - - 3 comments @ First Trailer and Introduction for Chronicle of Ruin!

Thanks! Tactics Ogre (and all the Matsuno games, really) has been a tremendous influence on this game, and that style and (something even approaching) that quality are things I'm really aspiring towards.

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