[Blog Post] Upcoming WP8 / W8 RPG - Demon's Bane

Nooooo, don't touch my warlock! :/ I want to make a party of warlocks and vampires only. :D
 
I'm just splitting them up between Fire mages and Lightning / Storm mages ... so the fire mage will get a bunch more fire spells (fire shield, a phoenix, maybe summon fire drake?) and the Storm mage will get the wind spells (tornado, lightning, air elemental, etc.). The dwarf stone priest will be the earth mage. I don't currently have an ice / water mage so maybe I'll add that in the expansion to have all the "elements" represented.
 
I personally think the graphics are great! I own a 920 so more than 512MB sorry. But the text fields ( with tutorial etc ) could be a lot bigger as I can't read what it says...
 
I personally think the graphics are great! I own a 920 so more than 512MB sorry. But the text fields ( with tutorial etc ) could be a lot bigger as I can't read what it says...

Thanks for the feedback. Are you referring the text fields in the updated version I just realized or the first release? I've gone through and updated most of the text fields to a larger font. I also made some text boxes that contain a lot of data (for example, the inventory screen that shows the character's stats) become bigger when you press on them. Can you let me know which text sections you find too small or is it just all of them in general?
 
Came up with some interesting ideas that should make a thief class playable. I found a way to do add traps and spawn gold onto a hex tile so I should be able to have a weak melee fighter / average missile shooter class that can:

- Lay traps on tile that explode when another creature stops on it
- Go into a stealth mode where they are harder to hit
- search a dungeon section for extra gold
- provide better prices in the market
- have a high chance of disarming traps (once I code that element into the game)
- do a single attack that has a high chance of inflicting a critical hit.

He'd be low in hit points but hard to hit (high dodge chance). Does that sound good? I have a gnomish character with a crossbow and short sword I can use now and one of the artists I team up with does plan to produce a hobbit character some time in the next few months so I should have a suitable model to use for it.
 
How about ditching the thieve, but making it an assassin? He sorta hides in the shadows (along walls, dark corners...), so he can't be targeted, +attack when attacking from behind, he might even have a special ability that sort of ports him behind an enemy to backstab him and he ports back to where he came from previously. Dunno, I like these classes a lot. Been playing them in many games (Guild Wars 1 for example). And it's not even too far off of your thieve idea.
 
There's already an assassin character ... the dark elf assassin. She's sort of a melee-oriented thief character so I'll probably give her the same stealth mode ability.
 
Anyone test it yet on a 512MB device? Eager to know if I need to do more optimizing or if I'm good. When testing, can you make sure that at least the second or third dungeon room play without crashing? I want to make sure that it can actually play a typical battle with several enemy and the six player characters.
 
No prob ... there are a lot of character classes. She's one of my favorites actually as she uses dual swords, a cool teleport ability, a throwing dagger attack ability and is actually a melee character that doesn't rely on either armour or high wounds .... just dodging and killing the enemy before they get to strike back.
 

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