Monday, October 30, 2017

Halloween Progress Report



Just some words about our current progress.

Creatures - Art (~70%)

The total number of planned creatures is 100, plus 10 bosses, these are not recruitable.  Currently we are ready with 75-ish regular units and 3 bosses. We need a lot more high-end creatures (tier 7+), so expect stuff like vampire queens, war trolls, demons and other strong creatures. We also need a few more beginner (tier 1-2) creatures, like rats, insects, and so on.

Creatures - Skills (~50%)

We began using a new node editor to allow more refined skills. Now we are able to make conditional skills, like "Execute: This attack deals more damage if the target's HP is under 50%". Most of our old skills translated nicely to this new system, but we need to make some refinements, and enhance some skills to take advantage of these new possibilities.

Lands, Dwellings (~55%)

We planned 10 different biomes,  currently we have 6 and another one halfway done; we will need a lot more dwellings, but those are "just" static images, so probalby won't take that long.

Items (30%?)

We planned 100 items, these are faster and easier to create than creatures. We currently have 30-ish of them.

Features (?%)

This is a hard question because we aren't exactly sure how many additional features we want to put into the game.

Some features already implemented:
Core game works, you can fight, recruit units, you gain experience, you level up, you choose talents that affect specific units, you can equip items on units and so on. Basically the core game works, yet it is buggy and unpolished.

Some features are planned but won't be in anytime soon:
You get quests on islands. Islands have rivers and paths that lead to dwellings (to make exploring easier). There are dungeons, entering the dungeon takes several hours, but once you are in you can use as much time as you want to solve them, and get epic items. We even discussed some dialog system that allows solving quests by using specific units.

Sunday, October 1, 2017

Jungle Biome and creatures

A few words about the goblins in the Jungle biome.



Goblin Headhunter


This is a Tier 3 unit, which means it "costs" 3 leadership points to lead (the maximum is 9, so the Goblin, while not the weakest, is relatively weak). It has quite a few "tags" (namely: Living, Tiny, Ranged, Melee, Humanoid), these are used in various skills. For example if a knight gives bonus ATK to all your Humanoid troops, the Goblin gets this bonus too. Another thing to note that this gobbo has both the tags Ranged and Melee, usually an unit is either this or that, but this unit is both.

The Goblin's basic attack is a simple strike, but it costs 0 AP (as all basic attack skills). It is a melee attack that triggers counterattack (if the enemy has it).

His AP gathering move is Hide, this gives him 1 AP and some ATK points, and a small amount of heal. This will be important later.

The Goblin's third move is Javelin, which also costs 0 AP. This is unusual, as 3rd skills usually cost 2-4 AP, but for the goblin it is free. He throws a poisoned javelin to a single enemy, dealing small-ish damage but also poisoning it. This is also a ranged attack so even if the enemy could retaliate, it won't.

His ultimate is Vodoo, which only costs 3 AP. It gives the Goblin a large ATK buff while also poisoning him. Remember that Poison does a current life percentage based damage and cannot actually kill the goblin. But, here is the trick. The goblin can heal himself (through the Hide skill), and all healing removes poisons!

The goblin (being an agile scout) also has a common passive skill, "Spot Weakness", which reduces the DEF of a random enemy unit at the start of combat.


Halloween Progress Report

Just some words about our current progress. Creatures - Art (~70%) The total number of planned creatures is 100, plus 10 bosses, t...