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Thursday, March 31, 2011 - 15:20

I got to use GitHub during the game jam. Pretty interesting.

For now I'm staying with Google Code just due to inertia.

I might consider GitHub down the road.  I'm not going to just jump into it -- I'm unsure of how much more time I'll need to spend handling pulls/merges.  I have no free time as it is.

Tuesday, March 29, 2011 - 17:03
Monday, March 28, 2011 - 08:19

Mumu, very few games have power equality between the hero and enemies. If so, the hero would lose 50% of 1-on-1 battles.

Friday, March 25, 2011 - 18:17

c: yes, seems the engine is sloowwwwly maturing so that it's possible to do these things without code changes.

I do plan on adding those other things to maps.... basically allow map events to spawn powers.  It will require code, but once it's done there will be all kinds of possibilities.

Friday, March 25, 2011 - 15:07

Thanks Alex!

Friday, March 25, 2011 - 14:55

I think I'll only do identify if I plan to have LOTS of cursed items, and the ability to equip unidentified items.

Friday, March 25, 2011 - 14:02

Buch, generally it has to be newly-created or new to OGA

Friday, March 25, 2011 - 12:45

Nicely done.

Shield is kind of a hard one to do, because that shield buff is currently tied to max mental weapon power.  Thus a typical player who'd use this (not a magician) would get 4 temp HP from this.  I'll be changing this when I get around to it, so that spells can either have fixed damage/value or can be tied to an equipped weapon.

I'll make some tweaks and add these.

Friday, March 25, 2011 - 12:31

b0rsuk, pennomi: sure I'll take a look at that.  The vendor is simply sorted by item ID, which is fairly arbitrary (and is organized because I'm the only one making official items so far).  By the way, feel free to add these kinds of things as enhancement requests directly into the Google Code project.

Friday, March 25, 2011 - 08:44

In a future AI pass, I could give monsters better tools to avoid this melee kiting.  Something like this:

If I'm approaching the hero, and one more step would put me in his melee range, and the player has started his attack animation, I have some % chance of stopping.

Or similar: if I'm within melee range of the hero, and my attack is on cooldown, and the player has started his attack animation, I have some % chance of blocking.

I'm okay with some monsters being melee-only, but I'll try to make them feel unique somehow (e.g. a ton of hit points but low speed or damage, or later some creatures will learn how to Block).  I could give minotaurs throwing-axes.  But the fun part of this minotaur is if he catches you in melee range, his stomp + axe combo is lethal.

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