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Wednesday, February 23, 2011 - 10:24

Thanks for responding so fast! Obviously I opened up a huge can of worms here, but I'm glad you think it's worth exploring. It may actually be better in the long run to use a diversified, mature post_power system than actually coding in dozens of base spell types (eg. chain lightning just uses a "Shock" spell as a post_power, or vampiric effects can be added to any spell simply by adding the post_power "Drain Life" to them.) But obviously you would know better than me there.

Oh, another observation I had: I set up one of my melee powers with a "Fireburst" spell as the post_power. The interesting effect was every time I hit them, I took damage from the resulting Fireburst explosion (because it originates from the creature I just hit).

While at first I really liked the static damage option I described, (and I still would think it nice to have it implemented), I like even better your damage multiplier option. I think that keeps better to the idea of your equipment defining damage.

Once again, great job! I'm very impressed with your work. I would suggest ignoring most of the things I've said here until after you release FLARE v0.11, since that's going to be a big deal to everybody still playing v0.10.

Tuesday, February 1, 2011 - 17:11

Thanks for responding quickly!

I thought it had not yet been implemented, but I think it'll be an important feature for FLARE. I hate games where the character can become "untouchable" in every situation. Much better is a game where a fight can be difficult when wearing a certain type of armor (perhaps even powerful, just not in this situation), but an easy fight if the correct gear is worn.

Of course, I don't think it needs to be implemented now. That's much less important than what is needed to release FLARE v0.11.

FLARE is shaping up to be a great game! Thanks a million for working on it so consistently.

Tuesday, February 1, 2011 - 16:34

Once again, the current version compiles well on Ubuntu 10.10. The enemy powers keep getting better and better! (Though I hate those ice bolt shooting monsters. I guess it's probably a good thing that the monsters can finally compete with the hero.)

Oh, and pfunked, I have a technical question: How do fire/ice resist items work? Will there be more damage types? I saw wind powers in the powers config file.

Tuesday, December 14, 2010 - 22:17

When I saw the project's name had been changed, I had figured you had talked to someone about Open Source vs. Free/Libre. But Richard Stallman himself? Awesome.

While I had kind of grown fond of the name OSARE, FLARE really does have quite a bit of flair to it... (pun intended). Thanks for making a truly free game!

Tuesday, December 14, 2010 - 02:05

I like the idea of the "Hero of Prophecy" being killed. It might be even better if he is around doing great things for the first part of the game, and when you cross paths with him for the first time, (maybe 1/6 or 1/5 of the way through the game) something happens (preferably something you caused) and the hero dies in front of your eyes, shattering the hope of everyone around you.

If this were the case, you'd have to run for your life to escape the vengeance of the people you once trusted. Another motivation to travel around might be to try to undo the damage you've done, which would please friends enough to allow them to let you return home.

I really hope that OSARE steers away from cliched or generic plot hooks, especially on plot events that rely solely on the unendingly altruistic attitude of the hero. A deep character is a good character.

Wednesday, November 24, 2010 - 12:55

Just compiled the game for Ubuntu 10.10; it works like a charm. I just have to say that the enemy powers are awesome! (But those teleporting antlions scared me the first time...) OSARE v0.11 is going to be great.

Wednesday, October 27, 2010 - 19:17

Just curious, what's the 15 supposed to be on the collision layer?

Wednesday, October 27, 2010 - 13:46

@tartos: Great job! But don't you think that water shouldn't block line of sight? Try changing the collision layer values to 2 instead of 1. Here's the fixed file: Just replace the text in outdoor.txt with this text and it'll work.

Tuesday, October 26, 2010 - 15:42

I can't wait to see what lies in the future! I have had a great idea for a game for a while now, and it looks like OSARE is the perfect engine to implement it. (Well, once we get some new tile sets...) In the future will there be more powers and options on which powers the developers want to use for their game?

At any rate, I'm already designing maps for OSARE. Keep up the good work!