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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:

Small update, with spells
Posted 7th Aug 11, by HitmanN  
Been occupied with other stuff lately, but there's certainly been some progress on Twisted Tower as well.

Staff revamp
I recently decided to put in place the staff revamp plans I've had in mind. Basically, staffs are no longer efficient melee weapons. Instead, each one can have a spell in them, which can be released following a normal melee attack if so desired. The spells you can find in a staff are generally the same as the ones in scrolls, but their statistics may vary a bit. General rule of thumb is that staff versions of spells are fast to cast, but less effective, may cost more MP to cast, and can't be aimed (for now anyways).

Certainly a staff can be used as a melee weapon as well, and some don't even have a spell in them at all, but in general they're weak, due to a low damage modifier value.

The main benefit of staffs with spells is that a magic-focused character can now carry a larger selection of spells, by having some inside staffs. A melee character can also sacrifice a weapon slot to store a staff with a spell that can be cast rapidly, regardless of MGC stat.

(First screenshot shows a staff with Basic Fireball spell being used)

More spells
I'm currently focusing on adding new spells. One such spell is Thunder Arc. A powerful, but unpredictable spell. The arc of the lightning is formed from three random pieces, and can stray from aimed path quite a bit. The damage of a successful hit certainly makes up for that though.

(Second screenshot is of Thunder Arc being cast.)

Miscellaneous
I've also fixed several critical bugs one of the testers pointed out. Some of these meant redesigning a portion of the level generation code, so there's been plenty to do on the code side as well.

I'm hoping to find a moment to start working on the armor crafting system soon.
Preview

Preview


Posted by Shiru 7th August, 2011

AH !!! Finally some news !!! Nice stuff about the Staff ! I like the way it's done ! How much does the fireball staff spell cost ?


I like the Thunder Arc ! It reminds me from the Lightning Force (Star Wars) ! So Level 25 is the maximum level ??? I think that is a bit low ? I prefer to have 99 for maximum level !

Bugs about your random dungeon generation code ? Glad to hear that you've fixed those bugs!

How will the armor crafting work at last ?
 
Posted by HitmanN 7th August, 2011

Shiru:
So many questions. You'll find out about most of those eventually, but regarding level cap, it's currently set at 25, for chapter 1, and is just tentative. I might increase it to 30, but that's quite surely the absolute max for chapter 1 release. You can likely finish chapter 1 by level 20, so there's still plenty room to improve afterwards. Not too much though. Wouldn't want people to be able to grind too great a character in advance for chapter 2.
 
Posted by Shiru 7th August, 2011

Ahh ! Now I understand. I didn't know that you were making maximum level cap for each chapter !

So level 25 is fine ! Good luck with the development !
 
Posted by HitmanN 7th August, 2011

The level cap is not exactly chapter specific, but release specific. If chapter 2 were to increase the cap to 50, for instance, then in that release you could level up to level 50, even in chapter 1. Think of it like expansions for MMO's. Each expansion allows a higher level character to be created, even in locations you couldn't level up at in a version without the expansion.

Although, the speed of leveling up slows down a bit after the initial game, so the cap in chapter 2 would probably be 40 or 45... but that's just speculation at this point.
 
Posted by Rikus 8th August, 2011

It keeps looking better and better!
 


 



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