Procrastination

The first idea of the game was to make a clicker stat-builder, e.g. you click on a button and gain experience which results in leveling up and getting higher stats. After one "release" (as in a somewhat working program) I changed the idea to be an automatically running builder where the player choosing between different attack options.


Hard work often pays off after time, but laziness always pays off now.

Irresponsibility

My new project is a single player strategy RPG where you control up to 15 characters at the same time and battle monsters on, to start with, gridded map.

No single raindrop believes it is to blame for the flood.

Monday, February 2, 2009

Weapons

There are three types of physical damage; slashing, piercing and blunt. Different types do different amount of damage on different types of armor; slashing does 80% damage on leather armor, 90% damage on chainmail armor and 70% damage on plate armor, piercing does 80% on leather armor, 70% on chainmail armor and 90% on plate armor and blunt does 90% leather armor and chainmail armor and 60% on plate armor. Special effects are limited to some types; poison, wind and water enchants can only be applied on piercing and slashing weapons, fire enchants can only be applied to slashing and blunt weapons and earth enchants can only be applied on blunt weapons. A weapon that has two types of damage will apply the type that is more effective.

Weapons are categorized in main and subtypes, classes can have specified a main type for example “swords”, then they can use all types of swords, or more specified “fencing swords” then he can only use one handed “fencing swords”. It can also be specified that a class can use “two handed weapons”, that includes “normal two handed swords”, “katanas”, “two handed maces”, “two handed axes”, “normal polearms” and “spears”.


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