Progress returns. Please skip to the horizontal break below.It's not much to look at though, see for yourself:Ah, GM is blocked by the university computers. *shrug*Well, I do have a smattering of notes, including stuff likeAll the base stats and available equipmentSome of the framework behind the enemiesOne piece of concept artHow the game's going to workThere's no gameplay yet (You can't even walk), but there's a lot of numbers and formulas in.Charlie says he can sprite things starting in November, and Ben is working at OGG-ing all of the original soundtrack, so yay.
I have a question for you though:I posted a blog a while ago asking for opinions on how game overs would be best suited for everyone, and was met with about a total of 28 replies from multiple sources.The people who wanted the classic game over vs. the 'Everyone Dies' game over composed about half of the replies.So I came up with a compromise:How does this sound?
Also, balance is something that I try so hard to attain.Equipment is a very important factor in your end stats in this game. Given the 'everyman' character, and one of the 'berserky physcial dude' characters, I'd like to think this is balanced:Both characters are level 42 and are wearing very similar equipment.Character 1:Health 463 Mana 164 / HP and SPStrength 276 Endurance 310 / Physical attack and defenseLight 65 Darkness 30 Resistance 205 / Healing power, magical power, defenseVitality 250 Dexterity 327 Agility 85 / Resistance to status and added effects, accuracy and critical modifier, speed and evasionCharacter 2:Health 366 Mana 86Strength 395 Endurance 234Light 34 Darkness 99 Resistance 136Vitality 223 Dexterity 257 Agility 195I ran HP and SP for a mage character before stopping, and they returned 299 and 485 respectively.If forced to choose, which of the two would you go for?
YEAAHHH the stat system worksBasically, the game can now take this:[quote=Norman's Base Stats]NormanHP 62 SP 33ST 60 EN 71 LG 32 DK 15 RS 55 VI 65 DX 75 AG 33[/quote]this,[code]fEquipsInit(23, 3,"Duct-Taped Bow" , 12, 10, 10,"A bunch of twigs taped together-#a typical recess toy.");fArmorInit( 1, 1,"Plain Shirt" , 10, 10, 10,"Fresh out of the local department#store.");fAccessoryInit( 2,"Regular Bracelet" , 10, 10, 0, 0,"Nothing particularly special.");[/code]And given this,[code]global.PL_level[1] = 99[/code]produce this:[IMG]http://i.imgur.com/hvi01.png[/IMG]Oh, but watch what happens when I tack this on:[code]fEquipsInit(32, 3,"Omega Bow" ,120, 65, 65,"The ultimate bow.");[/code]The character's Strength, Light, and Darkness is then augmented to:Whahahaha. Equipment works.
I have a question for you though:I posted a blog a while ago asking for opinions on how game overs would be best suited for everyone, and was met with about a total of 28 replies from multiple sources.The people who wanted the classic game over vs. the 'Everyone Dies' game over composed about half of the replies.So I came up with a compromise:How does this sound?
Also, balance is something that I try so hard to attain.Equipment is a very important factor in your end stats in this game. Given the 'everyman' character, and one of the 'berserky physcial dude' characters, I'd like to think this is balanced:Both characters are level 42 and are wearing very similar equipment.Character 1:Health 463 Mana 164 / HP and SPStrength 276 Endurance 310 / Physical attack and defenseLight 65 Darkness 30 Resistance 205 / Healing power, magical power, defenseVitality 250 Dexterity 327 Agility 85 / Resistance to status and added effects, accuracy and critical modifier, speed and evasionCharacter 2:Health 366 Mana 86Strength 395 Endurance 234Light 34 Darkness 99 Resistance 136Vitality 223 Dexterity 257 Agility 195I ran HP and SP for a mage character before stopping, and they returned 299 and 485 respectively.If forced to choose, which of the two would you go for?
YEAAHHH the stat system worksBasically, the game can now take this:[quote=Norman's Base Stats]NormanHP 62 SP 33ST 60 EN 71 LG 32 DK 15 RS 55 VI 65 DX 75 AG 33[/quote]this,[code]fEquipsInit(23, 3,"Duct-Taped Bow" , 12, 10, 10,"A bunch of twigs taped together-#a typical recess toy.");fArmorInit( 1, 1,"Plain Shirt" , 10, 10, 10,"Fresh out of the local department#store.");fAccessoryInit( 2,"Regular Bracelet" , 10, 10, 0, 0,"Nothing particularly special.");[/code]And given this,[code]global.PL_level[1] = 99[/code]produce this:[IMG]http://i.imgur.com/hvi01.png[/IMG]Oh, but watch what happens when I tack this on:[code]fEquipsInit(32, 3,"Omega Bow" ,120, 65, 65,"The ultimate bow.");[/code]The character's Strength, Light, and Darkness is then augmented to:Whahahaha. Equipment works.
It seems like this is one of those games with a really convoluted interface. You know, like the menu is a game in itself, like a crossword puzzle.
Blarg… I'd go with the second because damage.Only slightly. It's really simple once you isolate everything.
And what? :(But he dies so fast it's not funny hahahaThat's my style. I play glass cannons in MMOs, usually.
I have a thief in Guildwars 2, I die so fast, if something can even hit me, what with the dodging and the killing things in five seconds.YEAAHHH the stat system works
Basically, the game can now take this:[quote=Norman's Base Stats]NormanHP 62 SP 33ST 60 EN 71 LG 32 DK 15 RS 55 VI 65 DX 75 AG 33[/quote]this,[code]fEquipsInit(23, 3,"Duct-Taped Bow" , 12, 10, 10,"A bunch of twigs taped together-#a typical recess toy.");fArmorInit( 1, 1,"Plain Shirt" , 10, 10, 10,"Fresh out of the local department#store.");fAccessoryInit( 2,"Regular Bracelet" , 10, 10, 0, 0,"Nothing particularly special.");[/code]And given this,[code]global.PL_level[1] = 99[/code]produce this:[IMG]http://i.imgur.com/hvi01.png[/IMG]Oh, but watch what happens when I tack this on:[code]fEquipsInit(32, 3,"Omega Bow" ,120, 65, 65,"The ultimate bow.");[/code]The character's Strength, Light, and Darkness is then augmented to:Whahahaha. Equipment works.