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Archive for June, 2007

I paused doing the spells because I realized I haven’t yet decided what visual the game will have. I would like to make a first person visual like dungeon master, but I’m not sure it is an easy task to simulate a whole dungeon in 3d (even if is not real-time). I mean, I should [...]

Jun 8th, 2007 | Filed under roleplay games, tower of destiny

I’m still adding the spells, and had what I believe a nice idea. In most RPG games, your spells at level 1 just sucks then when you level up, you gain more/new spells which are more powerful, and so on. In many games like the most popular million dollar budget RPGs, the spell at level [...]

Jun 7th, 2007 | Filed under roleplay games, tower of destiny

I have replaced the old magic school description with the new ones. It makes much more sense now. This way White Magic won’t be only healing/protecting spells: will be spells related to life, purity, holiness and so on. So I can add a white magic spell like “Summon Unicorn”. And also I can add a [...]

Jun 5th, 2007 | Filed under roleplay games, tower of destiny, winter wolves games

I’m facing a tough design challenge… in my game I have a skill system. Each skill has a multiplier based on class. For now I didn’t put any skill cap – but in theory with the multiplier, each class should be different. A healer would have x5 multiplier in White Magic. So, at level 9 [...]

Jun 3rd, 2007 | Filed under roleplay games, tower of destiny, winter wolves games

 Today I finished the class selection screen. I opted for some coloured spheres as icons, I think the final effect is nice In total there are 12 classes available in the game. I’ve decided to allow all classes selection in the first episode, since now each class in practice is only a definition on [...]

Jun 2nd, 2007 | Filed under roleplay games, tower of destiny, winter wolves games