Project: Twisted Tower - Chapter 1
Project Started: |
19th December, 2010 |
Last Update: |
5th March, 2017 |
Project Owner: |
HitmanN |
Project Members: |
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Project Type: |
Dungeon Crawler Platformer |
Project Progress: |
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HUD stuff and ... stuff.
Posted 23rd Jan 11, by HitmanN
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Because I like posting updates so often, here's a few new screenshots, as well as some musings about armor plans.
SCREENSHOTS
All screenshots
Slimmed down and rearranged HUD.
There's a new 'Stamina' meter there too, but I'm yet to add any function to it. It'll somehow limit melee attacks, similar to how it works in Oblivion, or running in Diablo 2, except that an exhausted stamina meter doesn't prevent attacking, just makes it less effective or slower. The point is to add a small tactical factor to melee combat. You can go all out hack'n slashing, then retreat to restore stamina, or you can do a few tactical strikes, step back for a second or two, then another bunch of strikes, etc. You just simply can't effectively battle with continuous attacks against many enemies.
#1 Hammers
Shows a basic attack with a two-handed hammer. Currently hammers are a bit too cumbersome, and not powerful enough, so I need to work on the stats. Hammers have alignments towards ATK and DEF development, being the best tool if you want to develop a character that uses only, or almost only melee weapons. Hammers also have a knockback effect as default feature. Other weapons can also have knockback power as a special feature, but hammers always have it. What knockback basically means is that enemies damaged by the hammer are pushed in away from the player. This can be a good or bad feature, depending on what you use it on, but generally it helps keep enemies at a distance while you prepare for the next swing.
One thing I'm considering for hammers is adding a small area-of-effect impact where the hammer lands a strike (it kinda already exists, but only as a visual effect), for additional damage. That way hammers wouldn't need to be particularly powerful by default ATK strength and modifier.
#2 Spell Effects
I figured the spells could use more effects, so I decided to add these circle/crest things representing the spell type (currently Mystic or Elemental) to appear behind the player upon unleashing a spell. It looks a bit odd in the screenshot, but it's quite brief and fades away quickly, so it's there just to add a momentary 'oomph' to the spells. The effect could be more grand for higher level spells down the line.
#3 Paused Map/Inventory screen
Here's the new screen you can access with the old map/weapon switch button. It now pauses the game, so you can look at weapon stats and the map in peace. Characters stats, money, etc are also shown here now. I'm not completely sure about the look of the 'combat stats' and 'resources' windows yet, so expect those to still change.
ARMOR MUSINGS
For quite a while now I've been pondering about how and what to do with armor. I think I've finally come up with a decision that satisfies the following criteria I laid out originally:
1. Should not require additional inventory slots.
2. Should not be something you constantly fiddle with in dungeons. Weapons and spells fill that role.
3. Should not be something you constantly find in dungeons (mainly to help with previous criteria.)
4. Must exist in some form, to allow developing a permanently tougher character.
5. Must have at least some options.
In addition, I've had a simple goal set for towns from the beginning:
1. There MUST be some incentive to visit towns besides selling items and doing quests.
So, I've come to the conclusion that
1. Armor must be primarily obtained in towns
2. Armor shouldn't be obtained with money only, because that's just too boring and linear.
3. Dungeon crawling must contribute to armor development somehow.
Thus, I think it would be best that armor is created by some sort of crafting system, in towns. Instead of finding new armor in dungeons, there would be a bunch of different kinds of materials you can find in the dungeons, then use them in town to craft armor (or weapons, if you prefer to). There's infinite, or at least a ton of space for the materials, so there's never a need to fiddle with that stuff in dungeons. You just collect what you find, and then check in town what kind of armor pieces you can make to replace the old parts, or save the materials for ever better stuff. Certain materials are found more often in certain places, so you can also go farming/mining for such materials if you prefer to. The different armor parts would contribute to different stats, so it would be yet another way to define your preferred character role.
Thoughts?
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