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:

Info: Equipment
Posted 20th Dec 10, by HitmanN  
The HUD isn't complete yet, but it's only lacking a few things. Overall, there's currently not going to be inventory screens or any other sub-HUD's. All the relevant info must fit in the main HUD. That's the basis on which I build the initial versions.

Attached is a screenshot of the HUD with newly added weapon slots. You can carry five weapons and five spells at any time. The items in the screenshot look a bit dull, since you can currently only find swords, and there's only ten different varieties of looks for them, dependent on the amount of bonuses in them. Each has different stats though, so they just look the same here.

"What do I do with items I can't carry with me?!"

This is yet undecided, and will depend on the amount of commerce in the game. If there's a town where you can sell and buy stuff, then there's likely going to be a spell or other function that can send excess items to a storage in town. That, or a spell that can transform items into money and consumable items. Money can then be used to buy randomly generated equipment at town, in case you haven't had luck finding suitable items in the dungeons.

"I can't see health potions anywhere on the HUD!"

Correct. You won't be drinking any. This game is not about whacking a potion button rapidly whenever a tough fight breaks. You'll have some weak, cumbersome healing spells, and ways to get HP and MP regeneration, and you can occasionally find instant healing items in the dungeons, but beyond those, you'd better be careful not to take damage.

"Swords and spells only?"

There will be more stuff too, don't worry. Currently I'm aiming for three different melee weapon types and one ranged. There will also be some armor slots, possibly a chest piece and a helmet. Some of these equipment types will likely be added in near future.


That's all for today. More info later.
Preview


Posted by Marko 20th December, 2010

Not noticed this game before, i was reading the first Devlog and scanning the pics and (ironically!) i was thinking how good the HUD was looking so far; functional, easy to read but still good looking.

Then i see your second Devlog is all about the HUD!

Looking good so far; this is a genre that i don't recall seeing very often on TDC, so i'm interested in how this pans out. I especially like the idea of buying/selling items/swords from shops, as well as the idea of sending stuff back to shops to buy from later. Favourited
 
Posted by alastair john jack 23rd December, 2010

Looks good, looking forward to playing it.

I'd recommend not being able to sell items, as a form of grind prevention. Otherwise it's going to become a chore to get gold for your items constantly, when really you just want to be going deeper into the game/dungeon.
 
Posted by HitmanN 23rd December, 2010

alastair john jack:
I definitely don't want to make visits to a town a compulsory action whenever you find a lot of excess stuff, but something must be doable with the goodies. It'd just be frustrating and annoying to leave them lying around in levels. Thus I was thinking of allowing the player to transform items into money with a spell or something. What you do with the money is still a bit undecided, but I think it would be best if it was possible to buy equipment too, in case you just really have bad luck and never find good equipment for the type of character you've built. The purchasable items would be mostly capped to current character level though, so the best stuff can only be found by exploring higher level dungeons.

In any case, no 'town portal visits' after picking up every few items like in Diablo. While fun and satisfying in its own right, it's all time away from exploration.

I'll post more about my plans as a whole soon.
 


 



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