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MCADAMS

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Posts posted by MCADAMS

  1. Been working on the tileset's palette and on my own shading, as well as generally making things look nicer. Waiting on getting the graphics off my broken laptop, which should be soon, so I'm just editing what I have. Here's a little bit of it.

    ![](http://i.imgur.com/nyjUU.png)

    C+C is appreciated. ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
  2. > Rather than replying to your own topic almost instantly, give people some time to reply. FYI, look up OnDeath code where it takes away experience on death, you could easily add a check in there to TakeInvItem and make the player lose an item, or even make it drop onto the players map in their death location.

    I think it's safe to say they'll have no idea what any of this means.
  3. Back at it AGAIN. Going to be doing a lot of stuff and make sure I have a lot of ingame content done before I put out the alpha like I did last time. Might have a closed alpha for people who want to try it out in its earliest state. Working on my palette and tiling so that things can come together better. ~~Not sure what engine I'm going to be using yet.~~ ~~Still need a programmer too, but I worked a lot with Oreo before I went on my hiatus so maybe we might be collaborating still, not sure.~~ All I know is Aegis is back in business ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
  4. I like it. Your tileset is simplistic and charming and will allow you to easily make basically anything you need. IMO I think you should work on the color of you grass, but otherwise I will be following this project. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
  5. The problem with not using potions in combat is that it then it sort of defeats the purpose of what the potion was designed to be: a quick, simple mechanism for healing as opposed to sitting down, having a meal, resting, etc. Assuming you have the code available, potions should heal over time with no cooldown and should be able to be used at any time. I'll bring up a couple game examples for my reasoning.

    In Skyrim, potions have no cooldown and heal you immediately, and you can pause the game to drink them to boot. This reinforces your point of money = infinite life, and it is a poor game mechanic and would be especially poor in an online game where players are competing with each other. The instant heal mechanic creates more problems (mainly concerning balance) than it solves.

    In WoW, potions heal you instantly, but have a cooldown. For example, a minor health potion can heal you for 100 health instantly, but then cannot be used for another 120 seconds. The problem with this is that your sustain is periodic, and one big heal every so often will result in less sustain than small ones rapidly. This could be an interesting mechanic for PvP, where each player has to use their potion at the exactly right moment to insure their survival, but of course that is up to you.

    I think that League of Legends gets it right; having potions with no cooldowns that heal you overtime, and simply stack upon repeated use. The potion in LoL (I believe) heals you 150 hp over 10 seconds. If you drink another potion, it will simply become 300 hp over 30 seconds, and so on. This lets the player control their sustain, and suffer the consequences of not using their potions correctly. This leads to a player dying because of their own mistakes. not a game mechanic that will not let them heal themselves.

    Well, that's what I think anyway. If you have the means to implement potions that heal over time (with heal over time spells already in EO I can't imagine how hard it would be to do so) by all means go for it.
  6. Hi. Getting a little irritated at LoL lately so I'm going to be back on the Eclipse scene for awhile. Will probably start up Aegis if I can recover the files for it on my broken laptop, otherwise I'll be working on my pixel art skills.
  7. Hooray! Wollay put out a new video today, directly from his blog:

    > I actually wanted to wait with new videos until the new homepage is out but there are so many new things to show, so here we go:
    >
    > New features:
    >
    > - Hang gliders: You will probably get these with level 10 or higher. They're quite fun to use, especially when you fall down. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) You get stunned and fall down when you fly against a wall.
    >
    > - Sprinting (consumes stamina)
    >
    > - Some attacks can stun enemies.
    >
    > - New monsters and items
    >
    > - Dungeons
    >
    > - Rare zones: Just like items, zones can have different rarities. Monsters are stronger here and drop better loot.
    >
    > - Dungeons: In the video you see a castle dungeon, featuring female Orcs! ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)
    >
    > - We're also adding new zones like lava lands

    [http://www.youtube.com/watch?v=729VkxC4Z6E&feature=g-u-u](http://www.youtube.com/watch?v=729VkxC4Z6E&feature=g-u-u)
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