Monthly Archives: April 2007

TOD: class specific attributes and more

I did more experiments on the view of the game, I’m happy about the classic first person view, a la Dungeon Master, even if of course the gfx efforts will be more than a simple 2d topdown/isometric view. Call me … Continue reading

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Tower of Destiny: the Golden Giant Scorpion!

Ok this is my first Photoshop mockup… isn’t in-game screenshot yet. I just composed the image with the different “depth layers” I was talking before, and put one of the monsters I have already rendered, a big one, the Golden … Continue reading

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After pool of radiance, a pool of heroes!

LOL ok the post title is a bit crazy… but I got that suggestion recently from my forums that says: I have another suggestion though: what about a serie of “mercenaries” or heroes ? like in suikoden games. You have … Continue reading

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Class leveling and more

I really want to make hard to level in my game. I always hated the japanese RPG in whose you level every 5 seconds of the game… ! 🙂 I prefer the AD&D approach in which each level is a … Continue reading

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Fewer classes, but defined better

As someone suggested in my forums, perhaps is better if I have fewer classes to start with, but more difference between each other, more unique. He also suggested as example the fact that in many RPGs the Paladin is just … Continue reading

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