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Wednesday, July 11, 2012 - 14:15

Hmm.  When you click on the fairy flower, it should pop onto the ground, where you will have to click it to pick it up.  Once picked up, you should be able to pass back across the bridge.

Right now the flower is a faux-treasure chest which drops the flower as loot.  I could change it to a faux-npc that would add to the flower to your inventory automatically.

I think I can work with what you've mentioned to make the dungeon a lot less confusing.  Thank you a ton for the testing!

Wednesday, July 11, 2012 - 13:53

All of the talismans are held in the off-hand, though we might move them to the artifact slot.

The talisman does need be equipped and then dragged into the actionbar at the bottom of the screen to be used.  I should add that to the system message.

Levelling is going to be pretty strictly structured in this game - enemies don't give any XP, only quests will.  Each quest will grant exactly one level, which can be used to purchase a little extra HP, MP, or a power.

Wednesday, July 11, 2012 - 09:28

Screenshots of the dungeon and of the hero, polymorphed into a bat, flying over a pit.

Wednesday, July 11, 2012 - 09:04

First quest and dungeon are live!  Some small art and animation issues to iron out, but it should be playable.

Monday, July 9, 2012 - 12:10

Very early days, indeed!  We just started on the 1st.  There's a whole lot that's already built, just not implemented yet.  You should probably see some enemies and fleshed out dialogs, as well as a couple of vendors, by the end of the week.  Once the dungeons are implmented, there'll be some powers and transformations ready to go!

Sunday, July 8, 2012 - 06:08

Yeah, the download didn't work for me, etiher, so I cloned straight out of git and it worked for me there.

Saturday, July 7, 2012 - 18:29

It's lookin' classy!  How long does it take to get onto the Ubuntu Software Center?

Friday, July 6, 2012 - 17:24

ok, so I ALSO had to add attunement_physical lines into StatBlock.cpp, StatBlock.h, and I'm getting a little further...

and the line in PowerManager.cpp that I suggested was extraneous.

Friday, July 6, 2012 - 17:21

Ha!  I'd totally forgotten about Blunt/Slashing/Piercing since immersing myself in D&D4e...  Skinny little skeletons.  Good point.

Friday, July 6, 2012 - 14:09

Awesome.

I looked back at the goblin_shaman file and saw how enemy powers are handled (I had no idea) and I have a much better idea #2 now.

The first power defined in the enemy's .txt file will be assigned to lmb, the second power assigned to rmb, the third power to 1, fourth power to 2, etc, etc.

The next available slot will be "untransform"

So for instance, if one transformed into a goblin shaman, their lmb would be bound to Shock, rmb to Shield, 1 to Shock, and no ability to just Swing.

https://github.com/clintbellanger/flare/blob/master/mods/fantasycore/enemies/goblin_shaman.txt

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