development thread
- SimonStardust
- Woods ranger
- Posts: 113
- Joined: Sat Sep 22, 2012 5:41 pm
- Location: Germany
Re: development thread
Just asking because the individual social talents for each class and race during Cursed Lands character creation were so much fun. xD
Beware! Peerons ahead! xD
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
Yes customization is cool. I'll see if I can come up with something without spending too much time on it
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
Found a way without going nuts In practice, beside the 4 basic class skills (like all other characters) for your MC you can pick 4 skills, and I reused the skills of other characters. A bit like it was with Dragon Age, where your MC could share same skilltrees as other members.
This way managed to offer much more customization than a simple 4 fixed skills. I have divided the skills in "skill sets", I'm not sure what is the best term to use. Otherwise they could have been too powerful. For example the first skill set are all passive skills, so having both PP and HP regen at max could have been too much
- SimonStardust
- Woods ranger
- Posts: 113
- Joined: Sat Sep 22, 2012 5:41 pm
- Location: Germany
Re: development thread
As I already said on twitter: I really like that system. It's full of options but simple. :D
Beware! Peerons ahead! xD
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
I was stuck since 3 days (even if was only able to work for little time each day) on this mysterious bug that wouldn't let the skills show up in combat.
Result: I forgot that in this game I used JPG icons instead of PNG and simply the files weren't loaded, so the icons were there, but invisible
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
now I display the basic skills on the left and the more advanced ones on the right (a bit like it was in Loren).
I need to do the new hit/damage system now... it's going to be a mess at first
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
implementing bullets today! wooth
So far managed to correctly import the magazine size of each weapon (Michelle has dual-wield so two weapons with different magazine sizes). The bullet consumption also seems to work, now will add the auto-reload (basically will add some delay to the next move).
I thought about implementing manual reload but after some quick tests, was a total chore to do it in battle, so I am just going to do it automatically
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- Young scout
- Posts: 13
- Joined: Mon Mar 12, 2018 1:46 am
Re: development thread
Looking awesome so far!
- jack1974
- Pack leader
- Posts: 15479
- Joined: Thu Jun 16, 2005 4:43 pm
Re: development thread
Thanks
Also, for obvious reasons, I disabled the possibility to open the inventory WHILE in battle in this game.
"Hey I ran out of bullets let me swap my weapons with another so I get unlimited ammo!"
Also, for obvious reasons, I disabled the possibility to open the inventory WHILE in battle in this game.
"Hey I ran out of bullets let me swap my weapons with another so I get unlimited ammo!"
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- Elder Druid
- Posts: 957
- Joined: Fri May 06, 2011 2:23 am
Re: development thread
Oh, is ammo finite? Many games have done away with that because it was an annoyance. It's one thing to require downtime to reload in combat, but another to only allow x turns one character can fight. Especially on those multiple-encounters-in-a-mission missions or big boss fights. It makes them a liability to bring as opposed to someone that can go on forever. (And also, it's more expensive to constantly buy ammo for one character when everyone else shoots for free.)