Week 25, Missed a whole week.
12 years ago
Just posting to show that I'm still around! I didn't just up and leave the project.
Some RL things have been cropping up left and right sapping my free time these past few weekends, and most of the work I've been doing is coding, and screenshots of code isn't that fun to look it :P
My vacation down to AC is zooming up fast, so now its looking like I will not have a demo out before then :( Not unless you all want to play an unbalanced encounters, very little story RPG. Everything is on the very easy side so I can test to see if animations and damage formulas actually work.
Speaking about damage, I recently discovered that you can have "else if" commands in damage calculations. It sparked an idea for my combat. Most rpgs have weaknesses like 'such and such is weak to fire, burn the sucker.' That will be in this game, as well, most skills will do additional damage if they have a debuff on them.
There will be two ways this can work. First, a skill could do extra damage as long as the debuff is on the mob. One of the early skills will have a chance to inflict 'Daze' and once the mob is afflicted with it, repeated use of that skill on the same mob will do more damage. The second way this can work is that a skill will consume the debuff to do a massive damage increase. Say a mob is inflicted with 'Chill' a cold type debuff, if you hit that mob with an Earth type attack, it'll consume the Chill effect for extra damage. (Hard things shattering frozen thing idea) So now you have to decide, do you want to leave that debuff on the mob to keep it weak? Or will you consume it and use the extra damage to finish it off?
Elemental spells will do a lot of the consuming thing. I have an idea where you rotate between elements for extra damage, or you can just find the mobs weakness and nuke it. Choices! I love it.
That's all for this week folks, now back outside work on outdoor stuff. @_@
Some RL things have been cropping up left and right sapping my free time these past few weekends, and most of the work I've been doing is coding, and screenshots of code isn't that fun to look it :P
My vacation down to AC is zooming up fast, so now its looking like I will not have a demo out before then :( Not unless you all want to play an unbalanced encounters, very little story RPG. Everything is on the very easy side so I can test to see if animations and damage formulas actually work.
Speaking about damage, I recently discovered that you can have "else if" commands in damage calculations. It sparked an idea for my combat. Most rpgs have weaknesses like 'such and such is weak to fire, burn the sucker.' That will be in this game, as well, most skills will do additional damage if they have a debuff on them.
There will be two ways this can work. First, a skill could do extra damage as long as the debuff is on the mob. One of the early skills will have a chance to inflict 'Daze' and once the mob is afflicted with it, repeated use of that skill on the same mob will do more damage. The second way this can work is that a skill will consume the debuff to do a massive damage increase. Say a mob is inflicted with 'Chill' a cold type debuff, if you hit that mob with an Earth type attack, it'll consume the Chill effect for extra damage. (Hard things shattering frozen thing idea) So now you have to decide, do you want to leave that debuff on the mob to keep it weak? Or will you consume it and use the extra damage to finish it off?
Elemental spells will do a lot of the consuming thing. I have an idea where you rotate between elements for extra damage, or you can just find the mobs weakness and nuke it. Choices! I love it.
That's all for this week folks, now back outside work on outdoor stuff. @_@