Category Archives: development screenshot

TOD: character creation

Ok so I’m starting to work on TOD character creation. I’ve decided to change the available races. I’ve removed the “half-elf” because… I don’t like it 😀

Seriously, I want to make some differences from the standard AD&D rules/classes/races! so here it comes, as you can see from the screenshot below (click it to enlarge):

tower of destiny character creation

Human is the classic base race, then there are Ice Elf, Wood Elf, Dark Elf, Dwarf and Orc (yes the orc portrait is still missing from the game…).

A brief description of each race below:

Humans are the most versatile race: capable to learn any class or skill, they rarely reach extraordinaire levels in a specific one. They’re more inclined to become warriors than spellscasters.
Ice Elves are gifted with innatural intelligence and quickness, making them really excellent spellscasters or long range fighters.
Wood Elves are very similar to Ice Elves since are very quick, but have high wisdom instead of high intelligence, and are a bit stronger in melee combat.
Dark Elves are the best choice for spellscasters, having good values in all the three primary casting attributes. They have low constitution and aren’t suited for close combat.
Dwarves are tough and strong, but very slow, so are a perfect choice only for defensive fighters. Casters aren’t very frequent in the dwarf race but is still possible to find some.
Orcs are the second most common race in Aravorn after humans. They learn fast and are very strong and robust. Orc casters usually have weaker spells and run out of mana easily.

    More infos coming soon!

    Tower of Destiny: the Golden Giant Scorpion!

    giant golden 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 Giant Scorpion! fear! 😀

    I’m pleased about the result. There’s also a small animation for each monster, nothing fancy otherwise the game would take too much time, but I think that already the still image looks cool. At least for me 🙂

    The lands of fire!

    Yes I’m working on the next Magic Stones update, as well as more smaller updates for my other games. This time the setting will be in the hot “Lands of Fire” a desert zone in the lands of Aravorn. You can see a promo image here. Of course, you’ll have to face as enemies lot of typical desert dwellers like various serpents, but also some nasty Spider Queen, and orcs.

    More info soon…

    Justified text power!

    Today I just downloaded the new PTK version. I was enthusiast to try the new “justified text align” in the DrawMultiline command. But in practice, what does this means? it means that now you can write “columns of text” with justified spacing, like those you see in the newspaper.

    To make it even more clear, compare the 2 screenshots below:

    Magic Stones quest screen before (normal centered text, look in particular to the right scroll)
    Magic Stones quest screen now (justified text, isn’t much nicer?)

    PTK is really becoming better and better 🙂

    …and the Goalkeeper scores from the corner!

    No wait I didn’t went nutz programming USM2…! is that today I finished an important part of the game. When a new event occurs, the game must pick a reasonable player based on the ball position. If the ball is heading towards the center of opponent penalty box, it needs to pick an attacker, obviously.

    But today made a cool change, instead of looking the role of the player, it actually looks at the position on the field (as it should be!) using the grid on the picture below. What it means? that if you want to put Buffon, Barthez, Kahn (or name whatever goalkeeper you want) in the position of Henry, Ronaldo, Toni – you can 🙂 of course don’t expect that they’ll be able to score sensational goals after dribbling two defenders… 😉

    tactic grid