Well I finally gave in and created a trailer… Better late than never? Here it is enjoy!
Minor update and Preview Screens
So over the last 3-4 days I have been working really hard to get back into the swing of things. As stated before I had been spending quite a bit of time building content but today I spent sqashing a few bugs and polishing act 2 (floors 6-11). Here is a little summary of some bug fixes and changes: Fixed Carryover EXP –now if you gain more than what you need to level it carries over to the next level Fixed attack all – resists were causing a problem which would stop the animations from showing. Add EXP reduction –
Druid Preview
In the fifth video of this series I will focus on the druid. The druid is a medium armor and weapon class. The druids skills are focused around magical damage and defensive spells. The wizards main stats are wisdom (damage and skill point pool). As well as introducing the druid class I have also completed coding on some of the last minor systems. Minor System Upgrades: -Key and door system -Image change after visited (once you use a key on a locked door it will appear unlocked) -Build character interface (by selecting your character you will be able to access
Wizard Preview
In the third video of this series I will focus on the wizard. The wizard is a light armor and weapon class. The wizards skills are focused around magical damage and defensive spells. The wizards main stats are wisdom (damage and skill point pool). As well as introducing the wizard class I have also completed coding on some of the last minor systems. Minor System Upgrades: -Upgraded movement system (shows character icon on world map while moving) -Boss system (boss now shows on world map and after defeated no longer spawns) -Portal system (to and from town) -New skills (Hit
Rogue Preview
In the third video of this series I will focus on the rogue. The rogue is a medium armor and weapon class. The rogues skills are focused around poison and burst damage as well as some debuffing skills. The rogues main stats are agility and strength (damage and dodge). As well as introducing the rogue class I have also completed coding all the major game systems. The latest completion was the combat system which includes multiple NPCs. This was a total rewrite of the combat system which now allows you to select which npc you which to interact with. The
Progress Update 13
UPDATE 13 – programmed and designed skills for NPCs NPCs can now use skills (just like players) -NPCS use some of the same skills available to players as well as unique skills/spells designed just for ncps -NPC skills/spell types include (skill, spell, heal, buff, debuff and morph) -NPCs can have up to 3 other skills besides regular attack -NPC skill usage occurrence is designed by the developer and can occur from 1% of the time to 100% of the time Example of some NPCs and their skills/spells NPC Name Description Weapon Name Min Dmg Max Dmg