Thanks TombRat (that´s a nice creature idea btw), I´m cooking a very modified version atm with all the input I got, some of the changes that I can remember:
- Replacing all items with random ones made with my own item generator
- Reworking stats and skills by using value tables instead of my feel
- Adjusted difficulty with less treacherous maps (fewer welcome surprises)
- Basic quest markers
- Proper spelling
- added starter weapons for ranger and magicians (new ladles :D )
- Stats reset...
The list of things to do is endless, sadly my free time is not.
Ranger has always been overpowered in Flare, but I hope that will change once proper ranged enemies appear, they should be weak to that. Runes now have what they require on their description (like MP). The need to drag the different attack types icons is one I can´t fix easily since if I do, the melee/ranged combo won´t be possible anymore (I want to add variants of hand-crossbows) but I know it´s pretty counter-intuitive and needs explaining.
I´ll hide all the planned non-working skills on next release along with dev items, they are there to give me direction on what I want to integrate to each character and a peek to the future for players. The enemy behaviour depends fully on the engine, so that kind of complex acting needs some research from my part.
This being a first introductory arc as well as my learning experience to Flare (and a homenage to Diablo 1) was intended to be short, next arcs will be more expansive with bigger maps, so I don´t consider to expand upon it, rather, I´ll refine it until I´m happy, then I´ll start the next one with all the "know how" gained.
About Github, I´m doubtful, the reason is that I´m chaotic as hell (I broke and redo stuff quite often) on my development, maybe in the future when everything is more settled. Do you know of any platform that tracks number of downloads and has no stupid limits?
Thanks for your feedback, I´m happy people appreciates my effort. ;)
The woman animations are exactly done the same way, go to the Flare github repo (art-rsc) and download all the bases for each body piece, that will save you lots of time since they are already set to only render the needed body part. For this particular one, look for female shields files. Copy paste dagger (it works!) with the blends open and replace the script for the one i passed you , pretty sure it has an older one that won´t work.
For stitching the file you need to use imagemagick.
Here, I´m attaching the bare chest and the chitin armor that´s directly derivated of it by extruding. That should give you some ideas of how to create new equipment. Extruding has the benefit of keeping the same weigth bones effect so you don´t need to add them yourself.
I included the dagger on left hand file as well, just put a weapon on the chosen hand and parent to the hand bone. You will need some practise, but it´s quite easy.
Lastly on github repository you can find all bases for the different armor pieces; download an use them for each specific part and your life will be easier.
Depends on armor the enemy wears and country/discipline. Heavy knights carried 30-40 kgs of armor, when they fell from their horses they became clunky slabs of iron with little movement but unholy protection and long reach from their weapons, on the other hands scottish highlanders carried little to no armor, two-handers and could pull what is shown on the videos.
As for ranged is the same, crossbows were used to pierce heavy armor plates, while bows had many types of arrow heads to take care of different kinds of armor, and bow sizes depended on shooting distance and power; likewise, as the highlanders, mongols trained into speed shootings (even firing 3 arrows while falling from a horse and hitting the target) since their enemies carried little armor and each landed shot meant serious damage.
The line to use ammo is:
requires_item=24,1
24 would be item ID that would be used, and 1 the quantity per shot.
As for the other i can´t answer, one way would be to have an inventory slot (quiver) that is disabled by all weapons except for bows, giving it extra effects aside from damage or stats requires to exchange normal arrow power for a new one with desired extra effects.
I changed their speeds in \items\base\weapons base text files, so you can make weapons that inherit all the base attributes, and then modify the item description to make them different to base (like icon, extra power...) "bonus=attack_speed,70" is what you need to add.
As for weapons speed versus damage, thats another playstyle discussion, fast weapons with lower damage have better results agaisnt low armored enemies, but struggle versus heavy armor. While the opposite happens with heavy weapons, less attacks that will easily bypass heavy armor but you get risk getting mobbed by light enemies. Think of it like deciding between using a machinegun or a rocket launcher when faced by tanks and infantry. It´s all to the player to exchange them for flexibility or stick to one.
As for ranged, thats why I nerfed speed to 60%, I tested, less than that and it doesn´t feel good to the player, remember this is a game meant to have fun, you have to make things fair. I tried expending ammo and mana as well, but it destroys the fun with unnecesary add-ons. Also, for real life wounds, flesh wounds are far less lethal than piercing ones, depends on many things like strike places, but the chances of piercing something vital are higher than a slash. But there are so many variables in real life that it´s stupid to translate that to a simple game as Flare.
I agree with you at magic, mages should need to play it strategically or splurge on mana potions, making it more expensive than other classes. That´s the price of extreme power, anyways I´m making the "Magic bolt" power attack have no mana cost, and gain lesser mana leech at max level. That way the player can keep a distance and recover mana at the cost of low dps and short range.
Thanks TombRat (that´s a nice creature idea btw), I´m cooking a very modified version atm with all the input I got, some of the changes that I can remember:
- Replacing all items with random ones made with my own item generator
- Reworking stats and skills by using value tables instead of my feel
- Adjusted difficulty with less treacherous maps (fewer welcome surprises)
- Basic quest markers
- Proper spelling
- added starter weapons for ranger and magicians (new ladles :D )
- Stats reset...
The list of things to do is endless, sadly my free time is not.
Ranger has always been overpowered in Flare, but I hope that will change once proper ranged enemies appear, they should be weak to that. Runes now have what they require on their description (like MP). The need to drag the different attack types icons is one I can´t fix easily since if I do, the melee/ranged combo won´t be possible anymore (I want to add variants of hand-crossbows) but I know it´s pretty counter-intuitive and needs explaining.
I´ll hide all the planned non-working skills on next release along with dev items, they are there to give me direction on what I want to integrate to each character and a peek to the future for players. The enemy behaviour depends fully on the engine, so that kind of complex acting needs some research from my part.
This being a first introductory arc as well as my learning experience to Flare (and a homenage to Diablo 1) was intended to be short, next arcs will be more expansive with bigger maps, so I don´t consider to expand upon it, rather, I´ll refine it until I´m happy, then I´ll start the next one with all the "know how" gained.
About Github, I´m doubtful, the reason is that I´m chaotic as hell (I broke and redo stuff quite often) on my development, maybe in the future when everything is more settled. Do you know of any platform that tracks number of downloads and has no stupid limits?
Thanks for your feedback, I´m happy people appreciates my effort. ;)
Congrats :)
Looks good, now you only need to try it out in Flare. I explained quite a bit of the process in those threads i passed you.
The woman animations are exactly done the same way, go to the Flare github repo (art-rsc) and download all the bases for each body piece, that will save you lots of time since they are already set to only render the needed body part. For this particular one, look for female shields files. Copy paste dagger (it works!) with the blends open and replace the script for the one i passed you , pretty sure it has an older one that won´t work.
For stitching the file you need to use imagemagick.
Re-read this threads for how to:
https://opengameart.org/forumtopic/new-enemy-versions-for-flare
https://opengameart.org/forumtopic/about-flare-rpg-assets
Those are already included, just run the script that´s in a nearly closed window to the right
Here, I´m attaching the bare chest and the chitin armor that´s directly derivated of it by extruding. That should give you some ideas of how to create new equipment. Extruding has the benefit of keeping the same weigth bones effect so you don´t need to add them yourself.
I included the dagger on left hand file as well, just put a weapon on the chosen hand and parent to the hand bone. You will need some practise, but it´s quite easy.
Lastly on github repository you can find all bases for the different armor pieces; download an use them for each specific part and your life will be easier.
https://www.dropbox.com/s/d78ud4bgyf6to9z/3d-samples.7z?dl=0
I haven´t forgotten about you but I´m kinda busy these days. I´ll pass you the models as soon as i can.
Depends on armor the enemy wears and country/discipline. Heavy knights carried 30-40 kgs of armor, when they fell from their horses they became clunky slabs of iron with little movement but unholy protection and long reach from their weapons, on the other hands scottish highlanders carried little to no armor, two-handers and could pull what is shown on the videos.
As for ranged is the same, crossbows were used to pierce heavy armor plates, while bows had many types of arrow heads to take care of different kinds of armor, and bow sizes depended on shooting distance and power; likewise, as the highlanders, mongols trained into speed shootings (even firing 3 arrows while falling from a horse and hitting the target) since their enemies carried little armor and each landed shot meant serious damage.
The line to use ammo is:
requires_item=24,1
24 would be item ID that would be used, and 1 the quantity per shot.
As for the other i can´t answer, one way would be to have an inventory slot (quiver) that is disabled by all weapons except for bows, giving it extra effects aside from damage or stats requires to exchange normal arrow power for a new one with desired extra effects.
replace_power=605,1205
I changed their speeds in \items\base\weapons base text files, so you can make weapons that inherit all the base attributes, and then modify the item description to make them different to base (like icon, extra power...) "bonus=attack_speed,70" is what you need to add.
As for weapons speed versus damage, thats another playstyle discussion, fast weapons with lower damage have better results agaisnt low armored enemies, but struggle versus heavy armor. While the opposite happens with heavy weapons, less attacks that will easily bypass heavy armor but you get risk getting mobbed by light enemies. Think of it like deciding between using a machinegun or a rocket launcher when faced by tanks and infantry. It´s all to the player to exchange them for flexibility or stick to one.
As for ranged, thats why I nerfed speed to 60%, I tested, less than that and it doesn´t feel good to the player, remember this is a game meant to have fun, you have to make things fair. I tried expending ammo and mana as well, but it destroys the fun with unnecesary add-ons. Also, for real life wounds, flesh wounds are far less lethal than piercing ones, depends on many things like strike places, but the chances of piercing something vital are higher than a slash. But there are so many variables in real life that it´s stupid to translate that to a simple game as Flare.
I agree with you at magic, mages should need to play it strategically or splurge on mana potions, making it more expensive than other classes. That´s the price of extreme power, anyways I´m making the "Magic bolt" power attack have no mana cost, and gain lesser mana leech at max level. That way the player can keep a distance and recover mana at the cost of low dps and short range.
m7600 I would like to use this awesome set, will you release it?
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