Progress-wise: favoured enemy modifiers are done, and some minor UI polishing of the character creation process.
The big feature rollout is kinda running out of steam - it's time to firm up the character classes and finalise that design. I think I'll be dropping a couple of character classes, at least initially.
Scout: since the heroic/retainer split this class has always been an uneasy shadow of the Ranger. I thought about changing it to Archer, but Ranger shades that a bit too.
Magician, Cultist, Kamunushi: these two-magic classes have never had a strong identity (except maybe the Cultist), and there are a few missing from a full roster of combinations. Maybe a future addition.
After that, I think I'll rename the Kitsune class to Courtesan. The design still needs a female-only stealth-focused Purple magic class. But as interesting as the "kitsune as a class" idea was it's just a little too confusing. Courtesan ticks those boxes and opens up some interesting options for non-combat class abilities.
A party-based, first-person, fantasy CRPG with phased combat, class-based character progression, and programmer-art. I called it "old school" until the term got trendy. It started inspired by Wizardry VII and the lack of a free open source alternative. Today we are living in the indie revolution and there are far more influences, but the game still clearly shows its Wizardry lineage. It's playable end to end, but there is a lot more to do before it's done. This blog tracks that work.
Wednesday, March 30, 2016
Tuesday, March 1, 2016
March Progress Update
Foe types are done. A foe can have multiple types, which can confer modifiers, natural weapons and special abilities. This is the springboard for a bunch of "favoured enemy" type character class abilities, provisionally up next.
The foe information pop up is also done. You can right click on a foe sprite in an encounter and be rewarded with something like this (subject to mythology modifier and foe identification difficulty):
The foe information pop up is also done. You can right click on a foe sprite in an encounter and be rewarded with something like this (subject to mythology modifier and foe identification difficulty):
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