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Saturday, March 9, 2013 - 21:17

Thanks for the feedback. Here are my thoughts on your discussion points:

  • As a player I would expect that minion kills would count as player kills for exp gain. It might be annoying if you spent a long time killing a boss together and didnt get the experience because your minion gave the last hit. On the other hand, disabling this would be a good way to ensure that players would not be too reliant on minions and encourage players not to overuse minions. It wouldnt hurt to make it configurable in any case.
  • I agree that the lack of collision detection creates an unnatural looking effect when minions are all standing on top of each other. I think that collision detection could be introduced but maybe that the player could be excluded from it i.e. minions block all entities except for the player. Otherwise you could easily get blocked into a corner on levels with narrow passages. Of course a quick way to banish your summons would also solve this issue.
  • I had a few ideas for these type of configurable ai options:

          Retreat when near death

          Defend the player (target those enemies which are attacking the player)

          Target enemies causing the most damage

          Target enemies being targeted by the player

          Walk in front of player/surround the player when not in combat

          Generally I think that options like this are overkill for your typical summoned minion. I think your typical minion would be expected to have the same behaviour as the enmies. It could be relevent for a more intelligent npc ally e.g. like a mercenary or other human companion. If these sort of allies were available, perhaps they could have a menu screen to configure such options. Some shortcut keys to give ad-hoc commands could also be good e.g. commands like "Protect me", "Retreat" or "Move here".

  • Your correct in observing that enemies do not initiate combat directly with minions. I implemented it like this because 1. it was a quicker way to get it working in the first instance and 2. I was unsure about the performance impact of checking every enemy against every minion on each frame (and vice-vera). Actually I thought it produced surprisingly natural looking behaviour but of course the stealth power has exposed it as a possible flaw. So currently, the way that enemies enter combat is no different than the original, but after entering combat, they are able to choose from multiple targets.
  • One idea that I was thinking about was that once a player raises a summon, there could be a % chance that the summon is under control and becomes a minion and a % chance that the player cant control the summon and it turns against the player, perhaps based on mental ability. Another idea I had was that if the player tried to raise more sumons than they were able to control, the additional summons would turn on the player (rather than fall dead as they do currently). Currently, the player abilities cannot harm a summon but this could be changed if it has some merit.

 

Some other points which require some thought are below

  • The summon ability seems to be too overpowered for the current game and makes it too easy for the player. I think an option to limit the number of summons to 1 per skill would help.
  • The raised summons are currently using fixed level and stats (the same as enemies) and so the raised summons will either be too powerful for the low areas or too weak for the later areas. The minion level could possibly increase in line with the player level or the player stat points. Are there any plans to allow multiple skill points to be added to a single power to "level up" the power? Incidentally, I think this is a good way to go because it would give some more choice in character progression. Currently, its easy for a player to gain access to all powers, which would ultimately result in all characters looking the same and doesnt allow much room for "specialising" your character.

 And finally, some other ideas I am thinking about:

  • A Charm skill which would allow a player to convert an enemy for a short period.
  • An option to limit a summon to a fixed duration before they are banished
  • party buff skills
  • hire a mercenary/recruit an ally (with equipment slots and exp gain etc)
  • ability to create a quest where you need to escort an npc to another location

 

Friday, March 8, 2013 - 19:38

Fork now available on github - RyanDansie/flare-game

Friday, March 8, 2013 - 05:15

ok i will see about creating a fork this evening. This is my first time using github so bear with me.

cuicui69: im not sure why its not working but maybe its incompatible with the 0.17.1 mods files. I believe there have been some changes to the mods files since that version. I remember seeing some new character class files and there are also changes to the character equipment slots in the latest version (which I guess would have an affect on the save files and equipment files).

Thursday, February 28, 2013 - 09:30

Hi Remo,

 

1. There is another area you need to go to which is above the area you cleared. Follow the river north and on the west bank, and at the top of the map you will see an entrance to another area. Its not too clear and I expect it will be changed in the beta version.

2. Im not sure about your platform but when I downloaded the windows files from the website, all I had to do was extract the files and run flare.exe.

Wednesday, February 27, 2013 - 08:01

Thanks for the info. I have seen the antlion transform skill in action. Its very nice. Good job on this and on the rest of the game.

I have also been looking at the code and will be attempting to add some enhancements over the coming weeks. I will post my results on the forum if sucessfull.

Sunday, February 24, 2013 - 10:38

OK thats for the info. I downloaded the code from github a couple of days ago and compiled it from there so it should be the latest dev version. So I guess that the summoning functionality is only used to spawn new enemies at the moment, rather than for player summons.

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