GarfunkeL
Racism Expert
Looks pretty nice, though I'm usually not a fan of blobbers.
Is the focus going to be on puzzles or on combat?
Is the focus going to be on puzzles or on combat?
Damn!... Elvira 1 is one of my favorite games! And I hate that it's not available on any digital store.Feel free to ask any question and I'll do my best to answer.
Turn-based combat please!
With a 5-strong party - definitely turn-based.
Looks pretty nice, though I'm usually not a fan of blobbers.
Is the focus going to be on puzzles or on combat?
Damn!... Elvira 1 is one of my favorite games! And I hate that it's not available on any digital store.
Your game has brought me some very good memories of playing that game and it smells strongly of Incline.
Are you considering selling your game on GOG when it's finished?
If your original intention was LoL1, then I'd say go with the system from Might&Magic3-5, as it's the closest you can get to that in turn-based.About turn-based combat, which system do you like best or think it would be more suitable for this game, from what you've seen? I'm thinking Bard's Tale Trilogy remake (bought on GOG) or Starcrawlers (backed but not yet bought (again) on GOG), but I don't know, my first intention and instinct was Lands of Lore 1.
Thank you for your replies.Thank you very much. What's up with that jargon you got here? Incline, brofist... I think I can guess it but as not a native english speaker I would appreciate an explanation on that. It's curious.
The new ones, but wouldn't it make more sense for him to have one crook and one flail as it would be more proper for a god-king of Ægypt?Another question, which wands you do prefer or look better for Amon-Khamûn (the dead pharaoh), the old ones or the new ones (the latest screenshot or the others).
Homage to 'All is Vanity' by Charles Allan Gilbert, 1892 (https://en.wikipedia.org/wiki/Charles_Allan_Gilbert). Art & art direction: Mrmo Tarius (http://pixeljoint.com/p/7846.htm). Design & Programming: Jaume Alcazo (jaume.alcazo@gmail.com). This inventory icons: Caz (https://cazwolf.itch.io/) & Cyangmou (https://cyangmou.itch.io/). Programmed with C, SDL & Tilengine (http://www.tilengine.org).
I understand how the feeling of the systems in such games as The Bard's Tale can repel some players especially because enemies don't directly walk around the map and the combat layer is separated from exploration. However I really think that what you can find in Might & Magic 3-4-5 (and Legends of Amberland) is intuitive, with visible enemies and instant feedback of each action, and is as fast as you click which quickly makes it faster than cooldowns. I don't consider turning around the enemy in real-time while waiting for the end of cooldowns that fun although for sure I still had a lot of fun with many games playing exactly that way, starting with Lands of Lore, but the reason is their intricate dungeons rather than their combat part.Thoughts? I know it's not turn based, but... This may be more agile and engaging than turn-based, which tends to be very slow and unintuitive for new players (I feel). It's just my current thoughts. I have to play all Bard's Tale remastered Trilogy (turn combat) and Dark Heart of Uukrul (tactical combat) to get new ideas (and have some deserved fun), hmmm...
It sounds your combat is just typical real-time blobber combat, complete with the combat waltz, which is disappointing. You will likely find that there is only so much complexity that can be had with such a system, which is why even the greats in this sub-genre (Dungeon Master, Eye of the Beholder, Lands of Lore) are well-regarded for basically everything EXCEPT their combat.
Noup, it will be turn based, classic Bard's Tale style, I made a prototype in paper and tought deeply about it, but it's not yet implemented.
I had some periods of inactivity and worked on and off on the project, but since this last august I'm working in a more consistent manner.
It is definitely not abandoned Smile But the progress is slow due to several factors, in no particular order:
- Scope of the project (a lot more ambitious than I thought previously).
- Me being a solo programmer/developer (I commission Mrmo Tarius as a freelancer).
- Rebooting the project from C modular to C++ OOP paradigm.
- Switching to TLN_GetAvailableSprite() instead of using fixed sprite id's.
- Covid impact both on me and Mrmo.
- Depression/lack of motivation periods.
- Full time job.
- 2 daughters, aged 1 and 6.
- Serbia government imposing strong restrictions to freelance workers (Mrmo is from Serbia) (https://twitter.com/mrmotarius?lang=ca)
- Managing money to buy/commission assets keeping a balance with the familiar finances.
Will it have NPC interactions as well?
Yeah, just like in jrpgs... Seems the combat aspect will be popamole too.the sense of improving your characters from nothing to a semigod through the game