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Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

Tiny progress is tiny
Posted 20th Dec 11, by HitmanN  
Just your average devlog. I've been making sure lately that I have at least a short moment every day to work on the new skill grid items, and have slowly been converting/adding them.

Out of the 42 upgradable skill bonuses, 32 are now active and working at least partially as intended. What I have left to do are resistance bonuses, regeneration bonuses, and three special moves for various melee weapons. The special moves will likely be done at a later time, as they involve several new sprites, but the others will be added shortly. Once I get there, I've decided to finally call the skill system final for chapter 1. I can always tweak the existing stuff if it seems something's amiss in balance or whatever, but I can't keep adding new branches to the design constantly.

What is a new feature entirely in the grid is damage bonuses based on enemy type. Each skill level increases damage to a specific enemy type by 15%. The enemy types are Slimes, Wildlife, Machinoids, Plants, Undead and Spirits. Some skills add bonuses against two types. For instance Spirit Killer skill is against both Undead and Spirits.

After the skills are done, it's about time I start working on the third and last area of Chapter 1, the Gearworks. That's probably in early January.

Posted by Del Duio 21st December, 2011

The enemy types are Slimes, Wildlife, Machinoids, Plants, Undead and Spirits. Some skills add bonuses against two types.

As somebody who knows nothing of how the actual game plays out itself, I would recommend lumping spirits and undead into the same type (undead) and perhaps replacing spirit with sealife (if there's water in the game, that is) or maybe reptile for dragons and stuff
 
Posted by HitmanN 21st December, 2011

In a way Undead and Spirits are one group right now, with the difference that undead can be hurt by physical attacks, while spirits can only be hurt with magic. Bonuses against either are in the same skill upgrade.

As for sealife, reptiles, etc, it'd all be part of the Wildlife group. I'm even considering putting Slimes under the same group too, since they're native creatures, except with magical origins.

You could also see the groups as Sentient Life, Organics, Artificial and Magical.
 
Posted by Del Duio 22nd December, 2011

the difference that undead can be hurt by physical attacks, while spirits can only be hurt with magic

Oh okay, that actually makes a lot of sense. So can normal weapons even make contact with non-coporeal enemies? It'd be kind of cool if they couldn't, like arrows and stuff would pass right through.

So damaging a spirit-class enemy is done through offensive magic OR a spirit-killing enchanted weapon, right?
 
Posted by HitmanN 22nd December, 2011

Correct, and yes, there is one enemy so far that isn't affected by physical attacks at all, unless the weapon is 'enchanted', as you put it.
 
Posted by Del Duio 22nd December, 2011

Sorry about that, I've been playing Skyrim a lot lately
 
Posted by Pixelthief 22nd December, 2011

Tiny progress is still progress!
Its always nice to have enemies that are completely immune to certain attacks, to force you to do some puzzle-style combat, make you not just mindlessly chop away at everything. I did a bunch of that in Gridquest to spice it up. I'm sure you've got a bunch of those already though, stuff like 'shield enemies' or 'counterattacks' or whatever
 
Posted by HitmanN 22nd December, 2011

Del Duio: me too, lol.

Pixelthief:
Indeed, I do have both of those, to some degree, though in general I try to keep the combat open for a variety of approaches, so that all talent combinations end up being useful.
 
Posted by Del Duio 23rd December, 2011

For a cool twist, I think you should have some sort of defense where a certain type of enemy's attack passes through YOU.

Or maybe some unique armor called 'The Spirit Soul' that gives you a spirit-class enemy property where you can only be hit by magic? Probably too powerful but it's an idea.
 
Posted by HitmanN 23rd December, 2011

Hmm, I suppose something like the Ethereal Form shout in Skyrim could work. Basically, for a moment you can't be damaged, but you can't damage anyone either. Could be used as an escape spell. Other than that, any spells or bonuses that would make the player fully or partially invincible are not desirable. Magical barriers that block certain attack types are a possibility though, as long as they don't make resistances obsolete.

Overall, I need to keep things simple for chapter 1 for the time being. Otherwise I risk never finishing it. ^^; Further chapters could always include the funkier stuff.
 
Posted by Del Duio 23rd December, 2011

Yeah if you could have it be a timed effect that might be the best option. Maybe one of your stats could have an influence on the length of your magical effects.
 
Posted by HitmanN 23rd December, 2011

MGC does increase the duration of support spells already. There's also a skill under Druid talent that increases durations even more. If such a spell existed, it'd be a Mystic spell, and thus best used with a Druid talent.
 


 



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