Ooooh
Light imbued plasma for laser magic
Actually that brings up another question
Do you plan to use AO’s stats for magics? Or are going to work from the ground up and make completely different stats?
Ooooh
Light imbued plasma for laser magic
Actually that brings up another question
Do you plan to use AO’s stats for magics? Or are going to work from the ground up and make completely different stats?
Unsure, Either WoM’s for the nostalgia, AO’s for the pre-balanced, or personal for the uniqueness.
I haven’t decided.
The return of strength (the armor stat)
Yes.
I know you aren’t focused on ‘alternate’ playstyles at the moment since the main playstyle (magic) isn’t even in the rough draft phase yet. But I still wanted to throw this out there
Doing (hopefully) away with weapon levels, weapon skills will now be unlocked based on the player’s level. Each weapon type will now posses 2-3 skills to give them a bit more variety, though to keep it from becoming too independent of magic skills will be ‘restricted’ based on how many weapons you have equipped. To put it simply the more weapons you have equipped the less weapon skills you get access to (3 skills for 1 weapon, 2 skills for 2 weapons or 1 skill for 3 weapons.) Shield’s will also count towards to the amount of weapons equipped, as while they don’t have any offensive moves they still do give benefits while equipped.
Unique skills such as raging storm, mighty crush and rising tide will always take priority over generic skills when it comes to skill restrictions
Of course this is all stuff that should only be done waaayyy later on in development
I apologize for the slight inactivity, I’ve been working on fioxing my optimization efforts, improving organization, and figuring out how to utilize proceduralmodels;
so THAT’S how people build so quickly
People are built different, ProceduralModels were added last month, I still don’t understand how they can build so fast yet so good.
Created a low poly tree, uses proper cone shading so it doesn’t look abhorrent whilst still adhering to low poly count.
Slight accident whilst initially uploading;
How’s the progress on making the magic system?
Also, would you ever consider adding gravity back to heavy solid magics? (If you didn’t know this was a super niche feature that existed during WoM’s development and I feel like it had potential to be interesting)
Halted for the time being, learning further tricks for organization/optimization, as the recent Dragon update inspired me to.
Possibly… maybe as a test for some duration, It would give them more of the heavy identity instead of just being high-damage slow magics.
Bro made General Sherman
In case anyone is wondering, this is the one-best resource I’ve seen for organizing your code.
I personally regularly utilize it for figuring how out to properly create objects or manage them, I believe I’ll use the builder pattern for creating magic definitions, possibly allowing for mutations to be a direct mix between two magics?[1]
the 50% interpolated result of fire and water for steam. ↩︎
I swear ive seen this message before
Totally just Deja Vu…
Right?
I think it was stolen from Khaelis
Unacceptable…
Hi, again!
Proper magic circle manager implemented, should allow for way easier showing whilst staying performant… hopefully.
Will you be a cool dev and let us use losts on release ![]()
Slash/Blizzard fr…
No.