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  #1  
Old 10-30-2015, 11:51 PM
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Default Sword and Spell

Hey guys, here are some graphics and screencaps from my game, Sword and Spell, that I've been working on. It's a Roguelike. I plan on making it cross platform, for mobile devices (Android) and computers (Mac and Windows). I don't mean to make this like an advertisement, I actually am really excited to show this to you guys after all the work I've put in thus far.
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  #2  
Old 10-31-2015, 01:21 PM
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it's looking pretty darn good. Keep up the work. It looks like you've got a great foundation to build upon.
  #3  
Old 11-01-2015, 10:49 PM
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Thanks! Once it's more "show" ready, I'm going to post links to videos of gameplay.
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  #4  
Old 11-08-2015, 12:18 PM
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Looks awesome! it is gonna be turned based or similar to Wyvern's combat? Would definitely try it out once it's ready for test
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  #5  
Old 11-09-2015, 02:39 PM
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Thanks! It's realtime; I loved that about Wyvern. I'll probably give you guys alpha keys once it's there, but t'll be a while - I'm currently hoping for mid-2017 at the earliest unless I launch some sort of successful crowdfunding campaign.
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  #6  
Old 11-19-2015, 07:00 AM
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horay on rougelike and alpha-keys :-D
  #7  
Old 11-19-2015, 08:36 AM
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Pourquoi ne le barbare sait magie?
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Old 11-20-2015, 12:48 AM
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Il ya pas encore de système de classe. Malheureusement, le temps n'a pas été mon ami, et je l'ai pas eu le temps de travailler sur ce derniers temps.
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  #9  
Old 11-20-2015, 05:59 AM
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Peut-être que vous pouvez obtenir de l'aide à partir de monsieur Josiah, le super programmeur.
  #10  
Old 11-22-2015, 02:08 PM
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On m'a dit qu'il peut programmer des milliers de sprites. Si seulement il était pas si occupé avec son clone Wyvern.
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  #11  
Old 11-23-2015, 03:38 AM
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Something to consider....
one of the more frustrating but endearing aspects of Wyvern was the lack of exposure to the underlying game engine. You NEVER got 'you hit for 11 damage' - instead you got a message about the relative impact that was the kind of observation that would actually be available to you were you in fact whacking monster with a sword. The lack of that game-mechanics information added a layer of mystery & experimentation that made the game better, IMO.
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  #12  
Old 11-24-2015, 10:53 PM
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You know, when the numbers scroll through at such rapid speeds, it's really hard to appraise what's going on at a glance, and, therefore, hard to use that information to your advantage. Thank you for the input, I'll probably use that suggestion!
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  #13  
Old 11-25-2015, 09:17 AM
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I agree. Should be rather simple, basically just simple if statements contained within ranges for damage numbers. If the hit does over x damage then it's "You impaled the elf." Values in between get pierced, poked, etc. You can make it even more elegant by running off a percentage of the monster's total HP. That way when you're doing over say...5% of the monster's total HP in a hit, then you have "smashed the skeleton with a bone crushing blow." I've done something similar in one of the games I made a while back!
  #14  
Old 11-25-2015, 04:25 PM
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or even ultra detailed re: Dwarf Fortress (you severely smash the giants middle toe on his left foot and it flies off!)...the point is to keep it in terms of the roleplaying. It's more immersive. I think the issue isn't that you can scan the #s as they go by and make real-time decisions based on them but that it keeps people from getting into heavy-math mode in their game planning....

the swordOfFoo is a 3d6+3 sword vs the pickleOfValor which is a 4d4+6, unless enchant it to .. blah blah blah.

Reality is less measurable. It's fun if the game is, too.
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  #15  
Old 12-02-2015, 04:56 PM
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Yeah, that's a good thought. I like tongue-in-cheek style text in games, so I think silly details like that could be cool. And the suspension of disbelief will remain intact much better with the "reality is less measurable" approach.
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