The Daily Click ::. Projects ::. Twisted Tower - Chapter 1
 

Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

Expanding on last update
Posted 29th Mar 11, by HitmanN  
Some additional screenshots about proficiencies.

Screenshot 1
Critical Hit! Physical non-spell attacks, and their extensions (slash waves, shrapnel, etc) now have a chance to cause Critical Damage, which is twice the normal amount.

(Effects work-in-progress)

Screenshot 2
Proficiencies now come with a consistent bonus. For weapons it is a simple 2% increase in critical hit chance when using a weapon of that proficiency group. For spells it is a -4% from time needed to cast spells of that class. Weapons and proficiencies may come with additional permanent bonuses to critical chance or cast time reductions as well, but the biggest bonuses are obtained from proficiency levels themselves.

You'll also notice an 'Arrow Return' value, which is the ratio of arrows an enemy will drop on death, out of the amount of arrows that hit the enemy. For instance, the default return ratio is 50%, so if you hit an enemy with 8 arrows, and kill it (doesn't matter what is used to make the killing blow), the enemy will drop 4 arrows. Obviously, shooting with bows consumes arrows, and you can also find arrows as loot.

I'll probably need to change the layout of the stats windows though, as there are still at least couple of values that you'd likely want to have visible.

Screenshot 3
I added some red to the original level theme (now called Halls of the Past). Compared to the Catacombs, it felt boring and plain with all the grey. Feel free to comment on the change.

You'll also notice the stack of arrows to the right. Regardless of number of arrows, the stacks are always displayed as three arrows.
Preview

Preview

Preview


Posted by Shiru 29th March, 2011

1) Nice to hear that you put Critical Hit ^^. But you should put the CRITICAL picture more visible.

2) Nice adds . So that means that by default we have 0% Critical Hit chance ? It will be difficult. Godd idea with the Arrow Return .

3) Yes, this red carpet makes the level better.

I wanted to ask... How have you done the font ? Did you make it yourself ?
 
Posted by HitmanN 29th March, 2011

Shiru:
1) The Critical effect is fully visible when it appears and then fades out. There's plenty of time to notice it, while not distracting the player too much.

2) Yeah, default critical chance is 0%. There's nothing difficult to it really, since I wasn't 100% sure if there was even going to be any criticals at all.

Regarding fonts, yeah, I made them myself. There are three different sets altogether.
 
Posted by Shiru 30th March, 2011

1) Ah ok ! Yes, I didn't think about this possibility x). Sorry.

2) I find that a bit strange to start the game with 0% critical chance but you're the one making the game so it's your choice !

Good work with fonts .
 
Posted by HitmanN 30th March, 2011

The point of the 0% critical chance is that you're supposed to be able to play the game without using physical attacks at all (Very hard, but possible). In such case, it would be weird if a master mage could just switch to a melee weapon and instantly be able to do critical hits.

On another note, when you do start using weapons, it doesn't take long to reach the first proficiency level, so getting to 2% critical chance roughly means clearing out one dungeon floor using primarily the said weapon type.

So the 0% is just a penalty for not really using a weapon type yet.
 
Posted by Shiru 30th March, 2011

Ah, if you made it like this, there is no problem anymore ^^. That's good because you can do a "mage" or a "knight" or "hunter"...

Good work my friend. Good luck with the rest of the game !
 
Posted by BeamSplashX 31st March, 2011

Perhaps the critical effect can cause the screen to flash? Or does the percentage get high enough that it would be too annoying?
 
Posted by HitmanN 31st March, 2011

BeamSplashX:
Well, assuming that the original 20 proficiency levels holds true, and each adds 2%, it'd be a total of 40% chance. Weapons or spells could increase it even further, so yeah, it could get annoying.

I'm thinking about adding some striking sound effect instead, rather than over-the-top visuals, but we'll see how it turns out. Might need some extra effects anyhow.
 


 



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