can i recommend you leave the centaur as archer with a light healing ability, and add another character: the druid! nature/ healing / buffing magic
So far I have the following types: 1 - Self buffs that improves hit chance / critical hit chance / missile range 2 - A special shot type that has the arrows splitting up into a hail of arrows that cover a wide area. 3 - Elemental arrow effects (fire, ice, etc.) 4 - Poisonous arrow shots that do damage over time. 5 - Special arrow shots that hit vulnerable body parts (eyes, legs) that impose a permanent stat reduction as well as damage (lower % chance to hit, lower movement, etc.)
The Elf Ranger is kind of a druid ... just a druid armed with a bow. She can do healing, nature buff spells and even summon a treeman.
Hi guys, Here is today's update. I finished the last level of chapter 1. This is a big battle with the General of the Ratkin army, his bodyguard and his pet wyvern. It should be a very tough fight ... especially as more Ratmen will enter the battle during gameplay. pic xx by raj_dhillon, on Flickr The level is interesting too because there is a body of water in the middle and only two thin bridges across that water. pic z by raj_dhillon, on Flickr pic x by raj_dhillon, on Flickr Let me know what you think. Next will be more player characters and sound effects.
Additional archery abilities: Arrows of healing - heal you teammate for x hit points Arrows of treachery - enemy unit moves and attacks its nearest ally Arrows of explosions - aoe explosive effect Arrows of fear - enemy unit moves as far away as it can get from your units Arrows of panic - enemy unit skips a turn (Last two might only be effective if the enemy is taken x% of damage)
Thanks for the ideas. Arrows that are designed to stun and confuse might be useful if the centaur is primarily a melee fighter. So a high level centaur could fire several types of arrows to stun / confuse enemies and then use some melee abilities to boost his melee attacks and speed and then charge into melee to do a lot of damage. That could be a good overall design for the character.
Working on the centaur now. I switched out the centaur's spear for twin curved blades attached at his armguards. The idea is to switch him from a spear fighter that prefers to stay at range to a close up fighter. Suprisingly, the animations for the spear still look really good with dual wrist blades.
Thanks .. glad you're liking them. Now that the last level is done for chapter 1 and most of the bugs are resolved, I think I can put down an accurate timeline for completion and submission. I'm going to aim for a late February submission to Apple. January will be spent adding characters, fine-tuning sound effects, special effects, divine favours, bug fixing, gameplay options, etc. February will be spent in end-to-end play throughs. I'll submit an updated play test build at the end of Jan that will be largely feature complete. I'm going to use Feb to perform gameplay improvements / adjustments to make sure that characters are balanced, difficulty is appropriate on all levels, strategy is critical to victory, magic items are balanced, rewards are appropriate per level, and so forth. Once chapter 1 is out, I'll work on chapter 2 and 3. I suspect I can get all 20 characters ready for chapter 1 release.
Thanks. I finished the Centaur's abilities and voice today. He ended up being a total bad-ass. An excellent melee fighter that can first soften up his enemies and stun them with arrows before charging into melee and just tearing stuff up. Lots of abilities that increase melee attacks of his own and his nearby allies and he can even plant a totem on the ground that makes all units enter a berserker fury while standing next to it.
Yes .... I added that ability. One of his abilities is a charge move that increases his movement for 1 turn. His normal movement is also the highest in the game.
Hey guys, quick update ... Centaur is more or less done. Just working on his character preview video. Next character to get the finishing touches will be the ice-themed Samurai.
hi guys, Sorry for the radio silence. I was travelling for my day job. Did a fair bit of testing and bug fixing. Found a nasty bug related to magic items where the player character gets to keep his stat boosts from the magic item if he acquires it from the dungeon and then goes to the vendor and sells it. I think I know the fix for it though and will get that fixed today. Otherwise, testing is interesting. With the various changes I've made, the game is certainly not too easy any more. It's actually getting quite challenging. I still think that character level up too often ... seems to be every level or 2 levels or so. I think a level up should happen every 3 or 4 levels, ideally. Any thoughts on that? Lots more tweaking and adjusting stuff to go. But testing is actually doing a good job of showing me what I need to adjust. Will post a series of photos and videos of characters and gameplay this week. Hoping to finish the Samurai, Knight and Chronomancer this week.
Daily update. More bugs found and being fixed. Mostly around the magic items and how they boost stats of characters. Messy code I wrote long ago mixed in with stuff I wrote more recently ... yuck. Getting through it ... I seem to have a situation where magic items no longer accumulate their benefits onto a character's statline. However, some errors till popping up depending on the type of magic item it is.
No ... wouldn't think so. It's a single player game so I don't think requiring an internet connection would be needed.