Hi to those that are following this progress. Still around and working on the game.
Haven’t had much to post about. I’ve been, mostly, doing some design work and acquiring new UI art. I’ve been updated icons and portraits; trying to get a more cohesive look. I may be a nobody in the Video Game world; but, I want the finished product to look somewhat professional.
I’ve been working key rebinding within game, finally. I may end up, using a 3rd party product vs. writing the code myself (waaaay faster).
I’m in the planning stages of adding playable races (not just human). I have most of it in place. However, I don’t have any portraits to coincide with the new races (one of the reasons I originally went with just human). I missed choosing a race when creating my party :)
Besides the usual statistical benefits and penalties, I hope to incorporate NPC reaction through dialog and possibly action - such as not allowing the party to stay at an inn due to a dwarf being in the party. Not sure how much fun that brings to the game - we’ll see. You can see the list of races at the bottom of this post. Note: still a work in progress. So, the attributes with no amounts are because I haven’t decided on the bonus/penalty
Weapon abilities are going to be added. I only added them to daggers as a test. I like having them for use; plus, it gives incentive to increase the rank (Novice, Expert, Master) of the melee skills. They provide special attacks for the skilled combatant. For instance, the Daze ability (blunt weapons), when successful, moves the target down one in the turn order.
Now, this one may not be liked, I felt it necessary: Spells have been broken down into NOVICE, EXPERT, and MASTER categories. So, in order to learn a spell, the character must have the appropriate rank for the needed magic skill. A skill’s RANK represents the character’s knowledge within the skill whereas the level represents the character’s adeptness in using the skill. I didn’t want a novice in fire magic to have the ability to cast Meteor Storm which I see as a very powerful spell. It made more sense to require a Master skill rank in order to learn it. The ability to use it would be tied to the level of the skill. The character may be adept at using fire magic (level 50); but, they lack the deep knowledge to learn how to wield such a powerful spell
One more area I’ve started reviewing, monster Battle AI. Right now, most of the mobs are using a basic AI. Nothing really challenging or interesting for that matter. I have a few that pose some challenges (such as a group of Kobolds with a shaman among them; and, if you find him, Willard the wererat king - I’ve died way too many times to him).
Finally, I’m starting to outline a manual. It’ll be in PDF format. Old fashion - still like them :)
I’m toying with the idea of having 2 versions of the game available: Digital (of course) and a physical copy (which would include access to digital version). Physical copy would include a printed manual and maybe a world map. Thoughts on this from those who are following?
Proposed Playable Races
Natural ability to learn: Start with 10 SPs to spend
5 to all elemental resistances
+30 To Hit
Starts will Axes skill at Expert rank
Weakness to magic (-20% magic resistance)
Warrior, Cleric, Paladin, Thief
Starts with Bows at Expert rank
Starts with Nature Magic skill at Expert rank
Magic Resistance +20%
Warrior, Cleric, Magic, Druid, Paladin, Bard
+50% Poison Resist
+50% Disease Resist
Warrior, Cleric, Shadow Knight, Necromancer, Mage, Thief
Start with Bows at Expert rank
(dragon blood infused humans - descendants from the ancient practice of Infusion)
Natural magic abilites (choose dragon or random?) - no MPs to use. Cooldown based
1 Magic based skill at Expert level
1 Elemental Resist start at 50%
Low Magic Resist start at -50%
Warrior, Mage, Necromancer, Shadow Knight, Bard, Druid
Eyes are reptilian
Eye color denotes the infused dragon
Small chance PC is of double-infusion???? (like 3%)