Sadly, there is no way to decide difficulty, the engine has many limitations, like every enemy is handcrafted, levels and stats, instead of being created from a table. Same for items...
I have lessened the difficulty of Chuch Cellar and many others maps, it should be more manageable now. I´ll also add a lv0 trash weapon for ranger and magicians, so they can switch faster to it.
As for spells, they improve greatly with each point invested; the magic bolt will get longer reach, damage, armor penetration and lastly multiple enemies piercing. Same for the others spells/skills.
Axe rune may seem overpowered to you, but it´s just a fixed damage, those are good starters but get old pretty fast when you lv-up. You discovered a nice combo with bolt and frost, I´m wondering if putting a few books explaining skills/spells future specs.
Yeah, only the first 3 skills/spells work, the others are hidden unless you decide to take a peek at the future with the Modder. Home portal is a spell to teleport to a future homebase, its the "World map" spell you should be using for fast travel in the world.
Thanks for the support :) next update will be big.
Well, I´m kind of doing that already with classes and professions, pick one and you get shut down of all the others skills, magician weapons and runes being the exception. I dont think it´s a good idea to be so restrictive, I´m even planning to allow learning all except for last profesion skills inside the same class, like players can get all skills up to tier 3 but not all the utimate tier 4 inside the warrior class. But for that you need to have a base, upgrade it and find a trainer that will suck you dry of money. This is hard to explain like this... see the magician skills? they are nicely bundled per each profession.
Thanks for pointing those errors, they totally slip by me, i´ll fix them.
What class did you use? i have the ranger and mage very under-tested.
Let me answer, if by artifacts you mean necklaces, so far there is only 4; you get to choose from 3 at the end of the goblin missions and the last one is awarded if you manage to kill the "Forgotten hero" zombie, spawned by touching the tombstone near the pond in Green forest. I´m taking a drop by drop approach with skills and items, it builds ups nicely, but I hope people dont get turned off by it.
Death penalty of 30% may be too harsh given the slow level ups, I have to decide if leaving the xp tables as if, or switch to easier lv-ups, which are more fun, but make the zones way too level dependent and less "free roaming" friendly. So far lv 7-8 is the most common at act end.
I´ll add a re-spec as a temporary measure, I wanted to do it later as a base upgrade, but its been very requested.
As for powers, so far only the first row is working with a few exceptions (earthquake, fireball, warcry); players are not supposed to see them this early ingame ;) Its very hard to balance them, and most are not coded yet, they are in a WIP state along with the pasives. It´s more of a declaration of intentions. The thing is you unlocked them all with the Modder, normally you only see the 3 from the class you choose.
As for items, I finally got an item generator, so now I can finally add them by the hundreds instead of creating each one by hand, variety will explode. More rings slots just means weaker rings to keep the balance... right now they are also pretty unbalanced. More gold drops is easy, but there is the problem that vendors can´t sell randomized items, I´ll look into creating some kind of item-slot machine as a money sink. Simpler? I dont undertand that; normal qualities have no bonus, magic got 2 bonus, rare 3 bonus and unique 5 bonus.
Text, I´m using a web corrector now for all dialogues and getting to remember the rules of this barbarian language ;)
So far the next iteration has lowered lvs exp, de-populated and rebalanced enemies, created safe buffer zones in maps, erased "welcome parties" when entering new maps, corrected ortography and replaced naming convention to avoid linux bugs. As for planned, re-specing potion or similar, quest indicators, adding generator created items, rebalance all items, useful pasives skills.
I don´t want to start a second act until I iron all bugs and manage to get the Diablo feel.
SKYZ0R testing your new models in Flare is easier than you expect, just replace an existing one with your own!; but you need to have something in account, the male and female versions have different animations which mean you need an unique render for both.
The easiest way to go its to download one of the existing weapon/armor models, replace with your own and parent to existing bones. Also check before if the script is to date.
I tried your sword, but its not working well, the sword hilt is touching the elbow instead of being hand paralel making the swing down weird, the upper and right directions are badly aligned, the sword go backwards.
Im uploading a male/female sample of one of the new weapons i added, another simpler way to do it would be to join both weapon models (control+J), align the new one perfectly with old, and erase old. Its the one i use the most, its easier, less error prone and bone free.
Anyways, pretty decent first try, mine was a real disaster :) and your collection is pretty awesome.
But yes, the Flare community is kind of active and new art/mods are being made. Github is up-to-date, you can get the .blend files (base models) from there, also have a look at the latest posts, theres a lot of info in those helping newcomers. Sadly noone sat to make a full tutorial.
I lowered the chance for the lv2 rings and clothes to be like the others (15% -> 10%).
So you think maps are too big? What about difficulty?
Regarding items, currently they gift too many stats, will have to nerf them in the future; i was also told that level ups are hard to obtain, but if i soften the level curve, i will have to more clearly distribute enemies per lvs into zones, opposed to having just -1/+1 lv difference inside one zone. Im quite lost on how to do that, if you were able to understand what i mean, it basically means i need to estimate player level so any new zone is higher leveled than the player (which its not good either). I have no idea how big games do it without scaling mechanics (which Flare doesnt have).
Alchemy, i havent crossed it out yet, but since it adds so little at the moment i havent included it. My plans for it were a way to raise pet levels (Lv3 bat + Soul stone = Lv6 bat) or turn into elemental versions (lv 10 bat + ice stone = ice bat), same for some basic weapons and shields (Long sword + fire seed= Fire long sword). Maybe have books depicting recipes around the world, the main problem is that each recipe must be handmade (item X + item Y = Z item; this scalates wildly with many items), and just dropping the item as loot is way more simple and has the same effect with less item cluttering. On the good side it would force player to save rare alchemical ingredients and i could restrain it to just a handful of weapons per act that could be upgraded from common to unique with an element attached. Warrior and archer would benefit the most since mages spells are elemental damagers by nature...
Sadly, there is no way to decide difficulty, the engine has many limitations, like every enemy is handcrafted, levels and stats, instead of being created from a table. Same for items...
I have lessened the difficulty of Chuch Cellar and many others maps, it should be more manageable now. I´ll also add a lv0 trash weapon for ranger and magicians, so they can switch faster to it.
As for spells, they improve greatly with each point invested; the magic bolt will get longer reach, damage, armor penetration and lastly multiple enemies piercing. Same for the others spells/skills.
Axe rune may seem overpowered to you, but it´s just a fixed damage, those are good starters but get old pretty fast when you lv-up. You discovered a nice combo with bolt and frost, I´m wondering if putting a few books explaining skills/spells future specs.
Yeah, only the first 3 skills/spells work, the others are hidden unless you decide to take a peek at the future with the Modder. Home portal is a spell to teleport to a future homebase, its the "World map" spell you should be using for fast travel in the world.
Thanks for the support :) next update will be big.
Well, I´m kind of doing that already with classes and professions, pick one and you get shut down of all the others skills, magician weapons and runes being the exception. I dont think it´s a good idea to be so restrictive, I´m even planning to allow learning all except for last profesion skills inside the same class, like players can get all skills up to tier 3 but not all the utimate tier 4 inside the warrior class. But for that you need to have a base, upgrade it and find a trainer that will suck you dry of money. This is hard to explain like this... see the magician skills? they are nicely bundled per each profession.
Thanks for pointing those errors, they totally slip by me, i´ll fix them.
What class did you use? i have the ranger and mage very under-tested.
Hi TheDog, thanks for your opinions.
Let me answer, if by artifacts you mean necklaces, so far there is only 4; you get to choose from 3 at the end of the goblin missions and the last one is awarded if you manage to kill the "Forgotten hero" zombie, spawned by touching the tombstone near the pond in Green forest. I´m taking a drop by drop approach with skills and items, it builds ups nicely, but I hope people dont get turned off by it.
Death penalty of 30% may be too harsh given the slow level ups, I have to decide if leaving the xp tables as if, or switch to easier lv-ups, which are more fun, but make the zones way too level dependent and less "free roaming" friendly. So far lv 7-8 is the most common at act end.
I´ll add a re-spec as a temporary measure, I wanted to do it later as a base upgrade, but its been very requested.
As for powers, so far only the first row is working with a few exceptions (earthquake, fireball, warcry); players are not supposed to see them this early ingame ;) Its very hard to balance them, and most are not coded yet, they are in a WIP state along with the pasives. It´s more of a declaration of intentions. The thing is you unlocked them all with the Modder, normally you only see the 3 from the class you choose.
As for items, I finally got an item generator, so now I can finally add them by the hundreds instead of creating each one by hand, variety will explode. More rings slots just means weaker rings to keep the balance... right now they are also pretty unbalanced. More gold drops is easy, but there is the problem that vendors can´t sell randomized items, I´ll look into creating some kind of item-slot machine as a money sink. Simpler? I dont undertand that; normal qualities have no bonus, magic got 2 bonus, rare 3 bonus and unique 5 bonus.
Text, I´m using a web corrector now for all dialogues and getting to remember the rules of this barbarian language ;)
So far the next iteration has lowered lvs exp, de-populated and rebalanced enemies, created safe buffer zones in maps, erased "welcome parties" when entering new maps, corrected ortography and replaced naming convention to avoid linux bugs. As for planned, re-specing potion or similar, quest indicators, adding generator created items, rebalance all items, useful pasives skills.
I don´t want to start a second act until I iron all bugs and manage to get the Diablo feel.
m7600 if my memory is correct, werent you making a swamp tileset?
Looks nice, Rubberduck did quite a few before moving to high quality:
https://opengameart.org/users/rubberduck
SKYZ0R testing your new models in Flare is easier than you expect, just replace an existing one with your own!; but you need to have something in account, the male and female versions have different animations which mean you need an unique render for both.
The easiest way to go its to download one of the existing weapon/armor models, replace with your own and parent to existing bones. Also check before if the script is to date.
https://github.com/flareteam/flare-game/tree/master/art_src/characters/hero
https://github.com/flareteam/flare-game/tree/master/art_src/characters/h...
I tried your sword, but its not working well, the sword hilt is touching the elbow instead of being hand paralel making the swing down weird, the upper and right directions are badly aligned, the sword go backwards.
Im uploading a male/female sample of one of the new weapons i added, another simpler way to do it would be to join both weapon models (control+J), align the new one perfectly with old, and erase old. Its the one i use the most, its easier, less error prone and bone free.
Anyways, pretty decent first try, mine was a real disaster :) and your collection is pretty awesome.
have a look at this:
https://opengameart.org/forumtopic/new-enemy-versions-for-flare
But yes, the Flare community is kind of active and new art/mods are being made. Github is up-to-date, you can get the .blend files (base models) from there, also have a look at the latest posts, theres a lot of info in those helping newcomers. Sadly noone sat to make a full tutorial.
That power is basically cheating.
I lowered the chance for the lv2 rings and clothes to be like the others (15% -> 10%).
So you think maps are too big? What about difficulty?
Regarding items, currently they gift too many stats, will have to nerf them in the future; i was also told that level ups are hard to obtain, but if i soften the level curve, i will have to more clearly distribute enemies per lvs into zones, opposed to having just -1/+1 lv difference inside one zone. Im quite lost on how to do that, if you were able to understand what i mean, it basically means i need to estimate player level so any new zone is higher leveled than the player (which its not good either). I have no idea how big games do it without scaling mechanics (which Flare doesnt have).
Alchemy, i havent crossed it out yet, but since it adds so little at the moment i havent included it. My plans for it were a way to raise pet levels (Lv3 bat + Soul stone = Lv6 bat) or turn into elemental versions (lv 10 bat + ice stone = ice bat), same for some basic weapons and shields (Long sword + fire seed= Fire long sword). Maybe have books depicting recipes around the world, the main problem is that each recipe must be handmade (item X + item Y = Z item; this scalates wildly with many items), and just dropping the item as loot is way more simple and has the same effect with less item cluttering. On the good side it would force player to save rare alchemical ingredients and i could restrain it to just a handful of weapons per act that could be upgraded from common to unique with an element attached. Warrior and archer would benefit the most since mages spells are elemental damagers by nature...
See how everything scalates wildy? @w@
Sems like currency is the only one to get that treatment:
autopickup_currency |
bool
| Enable autopickup for currencyautopickup_range |
float
| Minimum distance the player must be from loot to trigger autopickup.Pages