ok
when can we play the game then xD? *poking jack to hurry*
about this RPG
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DunKalar
- Woods ranger
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Re: about this RPG
#ChambarasArmy #ChalassasFreedomFighters
- jack1974
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Re: about this RPG
It will be available the day... when I'll finish it ! 
Jokes apart I think the first months of next year I should start having something playable (beta of the first two seasons if all goes well).
Jokes apart I think the first months of next year I should start having something playable (beta of the first two seasons if all goes well).
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DunKalar
- Woods ranger
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Re: about this RPG
I hope you take responsibility for all the agony people have to endure because of detoxification from your games 
#ChambarasArmy #ChalassasFreedomFighters
- jack1974
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Re: about this RPG
I'm sorry for causing you pain 
- Lonestar51
- Elder Druid
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Re: about this RPG
How long after that before all four seasons are ready for shipping? (Assuming no unexpected/unexplainable things interfere...)jack1974 wrote:It will be available the day... when I'll finish it !
Jokes apart I think the first months of next year I should start having something playable (beta of the first two seasons if all goes well).
Not only DunKalar is suffering badly.I'm sorry for causing you pain
- jack1974
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Re: about this RPG
I really hope to have this game out by next Summer at the latest, if I can work on it like now (about 3 days a week). I hope sooner but don't want to be too much optimistic 
- jack1974
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Re: about this RPG
Today implemented a new feature which I call "autoleveling system". Will explain it in details in tomorrow's blog post, for now here's a sneak preview:

in practice using the coloring system popular in MMORPG to define enemies difficulty/danger.

in practice using the coloring system popular in MMORPG to define enemies difficulty/danger.
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P_Tigras
- Druid
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Re: about this RPG
Looks snazzy.jack1974 wrote:Today implemented a new feature which I call "autoleveling system". Will explain it in details in tomorrow's blog post, for now here's a sneak preview:
in practice using the coloring system popular in MMORPG to define enemies difficulty/danger.
If I were to make a guess, I'd guess that the autoleveling system prevents companions that don't get used very much from falling too many levels below the protagonist. This way we don't need to grind to keep all of our companions relevent, as the more they fall behind, the less inclined we tend to be to use them. From what I recall of my Dragon Age mod'ing days, Bioware handled it by autoleveling any character you added to the active party who was 2 or more levels below the protagonist, making them only 1 level below the protagonist.
A second guess would be that it automatically updates their stats for you if you don't want to be bothered allocating attribute and skill points. This is not an option I care however about since I'll never use it, but no doubt there are people out there who consider stat'ing companions a distasteful chore.
- jack1974
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Re: about this RPG
Haha no, though both are interesting things to consider
Actually about this:
As said will talk about it in detail tomorrow but basically is how I'll design the battles, using an autoleveling system for the enemies so that I can have a "base value" as reference that match the one of the party average values. From that "starting point" I can then add traits or modify the enemies. So I can say that all Goblins will be weak to fire, have lower SP, but be faster. And also randomize each enemy a bit for variety.
That will solve the endless problem of "the game is too easy" or "the game is too hard" that I had for Loren, since the enemies base value will reflect your party.
I have added it already, it was in Loren too, but only for the attributes, even if in theory I can do it even for the skills.P_Tigras wrote: A second guess would be that it automatically updates their stats for you if you don't want to be bothered allocating attribute and skill points. This is not an option I care however about since I'll never use it, but no doubt there are people out there who consider stat'ing companions a distasteful chore.
As said will talk about it in detail tomorrow but basically is how I'll design the battles, using an autoleveling system for the enemies so that I can have a "base value" as reference that match the one of the party average values. From that "starting point" I can then add traits or modify the enemies. So I can say that all Goblins will be weak to fire, have lower SP, but be faster. And also randomize each enemy a bit for variety.
That will solve the endless problem of "the game is too easy" or "the game is too hard" that I had for Loren, since the enemies base value will reflect your party.
- Lonestar51
- Elder Druid
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Re: about this RPG
Like in Oblivion?
The system makes sense, if there are a lot of optional sidequests and/or sandboxy exploring. I rather like such a system, though be prepared for a lot of people who don't: For one thing, it discourages grinding. Some players think they deserve to play hard level, or torment, not have to think about tactics, and get a way to grind their way to winning.
The system makes sense, if there are a lot of optional sidequests and/or sandboxy exploring. I rather like such a system, though be prepared for a lot of people who don't: For one thing, it discourages grinding. Some players think they deserve to play hard level, or torment, not have to think about tactics, and get a way to grind their way to winning.
