The Daily Click ::. Projects ::. Twisted Tower - Chapter 1
 

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:

Trailer 4 U + SPD/Stamina experiments
Posted 1st Jul 11, by HitmanN  
Well then, here's a new trailer that shows some of the Catacombs goodness. Most of the enemies in Catacombs are still missing unique sound effects, so the soundscape is still somewhat lacking.



SPD Experiment
With the SPD attribute so far having been the least inviting or rewarding to level up, I've now made it a much more important combat factor. SPD now determines whether your attacks will cancel the enemy's attacks or not. Ever enemy has its own SPD attribute, which must be lower than yours. For example, let's take Dragonsnakes from early game. They have a SPD attribute of 5. Same as what you now start with. If you go and take on a Dragonsnake while your SPD is 5, they will keep breathing fireballs at you. If you've leveled up your SPD to 6, your every attack will cancel the Dragonsnake's fireball breathing.

Overall though, the early game enemies all have low SPD, so you can easily beat their SPD, and most small enemies in general are never far ahead of you in SPD, while large ones have extra. Most enemies are relatively easy to defeat even with lacking SPD, but it does make things a LOT easier if your SPD can compete.

Obviously, now a weapon with high SPD bonus can be a big help as well.

Stamina experiment
Another change I'm experimenting on currently is changing the Stamina system. More often I found the stamina consumption and fatique penalty of normal attacks to be annoying, rather than interesting, so now Stamina is only used for special moves. I'm still thinking about having a penalty if you let your Stamina drop to zero, or generally too low. Maybe a ten second status effect that halves attack damage or somesuch. Basically, don't spam special moves! Other than that, you can now freely swing or stab enemies with normal attacks to your heart's content with no penalties.

Posted by alastair john jack 1st July, 2011

Nice
 
Posted by HitmanN 1st July, 2011

Shiru:
Lots of feedback again, eh.

Sliding is not learned from proficiencies, but at specific level of SPD.

Regarding different damage colours, perhaps eventually, if things get too hard to keep track of. For now all kinds of damage to the enemy are in white/grey font, healing is green. Damage to player is red, MP recovery blue and Experience is purple.

SPD is indeed also used for maximum jump height, but the effect is pretty small, since it's supposed to scale up tens of levels. Even if 10 points of SPD allowed jumping one tile higher, that'd mean you could jump five tiles higher at SPD of 55, which is obviously too much. Thus, it's currently even less, and was never really a big incentive to focus on SPD.

Now SPD has become a more of a multi-purpose stat, that helps with many things:
-Running Speed
-Max Jump Height
-Shooting speed with bows
-Ability to cancel enemy attacks
-Max Stamina
-Stamina Recovery Rate
-Learning new non-weapon moves

Although learning new moves only counts the base SPD stat, not any bonuses.
 
Posted by Klayman 8th August, 2011

This looks fantastic. Cannot wait to play!
 


 



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