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« Last Edit: August 16, 2009, 12:48:48 AM by modern algebra »

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We've been working on this crap for like, four months, why the hell did you put it in new projects XD

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Has no demo :P And it hardly helps to call it crap :P

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I don't see a demo on Soul Raves, and it;'s the project of the month :P

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Yeah, true enough. I think we need to get a title for this - I think our current one (and the fact that it was posted on April Fools) implies an April Fools Day joke.

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woo giant hammer
Looking forward for the demo!
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Wow, only one reply from someone not in the team, we must have fucked up somewhere.

Well, I may as well explain a bit about the battle system.

Unlike some RPGs, where you can just hammer the enter key to attack, you'll need to think a bit for our system. Nearly ALL skills are on cooldowns, you can't have the mage spam their best attack skill every turn; you'll need to use more than one skill every now and then.

Skill names can be in white (usable), red (needs X turns before you can use it again), or blue (need more EP/RP).

Also, since Tyrius and Dane are unable to use magic, we decided not to give them mana. Instead, they each have a unique way of using their skills. Anyone whose played WoW should feel right at home.

Tyrius, will use Energy, he starts at 100, and recovers a bit each turn. Tyrius should be using skills nearly every turn, and only attacking to recover energy.

Dane, is the opposite of Tyrius; he'll be attacking to fill his rage bar, and once it gets high enough, he can either use skills, or enter the berserk state. In theberserk state, Dane's attacks become much stronger, and have a chance to stun or cause the enemy to bleed.
« Last Edit: September 06, 2008, 05:47:28 PM by Falcon »

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Hot damn @ that hammer.
Love the character portraits, especially the wolf guy. Very nice use of the Inq tileset from what I've seen here and on the screenshot thread, kudos on that. And hm, that's an interesting concept to have cool downs on that battle system; could be quite a refreshing touch.

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The cooldown effect, I'm really at home with that.

Unless I missed something, I always wanted to ask this. Why is Dane 7, or is that he ages slow like an elf does but has the maturity and body because they were intended to be perfect slaves? Sorry if I missed it.
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When they were created, they were meant to be slaves, and so the quicker they develop physical strength the more physical labour they could do. However, they also have a very short life span: approximately 40 years.

And thanks for the comments. emidy did a terrific job on the battlers in my opinion, and Falcon's maps and cooldown scripts are also pretty great. I have done ... very little, I'm afraid :P

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Just a short update - this project actually is still being worked on. Now that Falcon has returned, production should speed up.

And Emidy has vanished for a while, we're recruiting an artist and a spriter.
« Last Edit: September 04, 2008, 09:55:49 PM by Falcon »

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First version of our CMS



The bars near the sprites are temporary.

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it -looks- good, mapping wise and all, but I can't get a feel for what's going to happen in the game.

There's a thieve's guild...a family...and some factions...
What's going to happen?
What's the motivation?

also, he's 7?
also 2, that scythe looks obscenely large in battle

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You're probably right about that, we could expand a little on what is happening. But their fugitive status will take up pretty much all of the first chapter and so it gives you a feel for the early chapter at least. You're right though - I will discuss with Falcon how much more we should reveal.

Yeah, Cin'dor were designed to be perfect slaves, and so the elves designed them to reach physical maturity much earlier. This also halves their lifespan. I added that to the description of the race.

And yeah, the hammer(/scythe) is huge, but to quote Falcon, "if it didn't take up a lot of the screen, it wouldn't be awesome".

Thanks for taking a look NAM

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Ahaha I thought emidy was the artist. It's definitely her style. :D

Anyways, if it's outside the inn, why's it have a BG of an inside ?_? Lol

Besides that, it all looks pretty fantastic! :D

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And yeah, the hammer(/scythe) is huge, but to quote Falcon, "if it didn't take up a lot of the screen, it wouldn't be awesome".

hammer/scythe

also: np :)

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All hail the hammer-scythe.

Who said the battle screenshot was from the map. We have more than one map in the game. Wouldn't make much sense to have an inn that you can't go inside.

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I love the main characters, but the art style doesn't really match with the enemy battlers.  :-\

Are you going to be making all of the enemies in that style too?
:dalton:

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I could give a rats ass about if the style matches everything in the game, it's not worth the all the extra work for our artist. Main characters and bosses are enough.

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Just a screenshot of the stealth system I'm working on, it should be done real soon.

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Just a screenshot of the stealth system I'm working on, it should be done real soon.

Hey, what was that noise just now?

Spoiler for:
I don't play enough of those games to pull out an actual quote.

whoops.

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Just wanted to let everyone know that we've resumed work on this project. Also, I've updated the topic.

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Spoiler for:
Lol, I thought he was on a segway at first ._.


Also, I could help you out with sprites and stuff. I mean, you guys do so much for me ._. so I could try to help out. I wouldn't be able to take too much with both my jobs atm, but I could certainly help and what not.
« Last Edit: May 18, 2009, 02:00:17 AM by grafikal009 »

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A solid team, and definitely has potential. c: Also just wanted to say that I absolutely love the logo, it's pretty stunning.

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They're just not patient...
I'm still working on the art, I know I'm kinda slow thanks to exams and work as my birthday gifts!

Thank you Reives, that logo took about 2 days work. >_<
Fixed Tyrius and Dane, Falcon will scrap the current ones later while I sleep, I'm sure.

Also, big text... too big... I think.