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Elandor Chronicles


Dark Crusade
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Redoing your weapons? Do you mean the weapons icons? IMO your weapon icons are beautiful and very well designed. Just my opinion though. One thing you've got to keep in mind, Kreator, is that as an artist you'll never truly appreciate your work as much as others will so just because you may feel that your icons need improving doesn't necessarily mean they do. I'm all for improving your skills but not if its going to slow development. I don't want to this game to turn into another [Fez](http://en.wikipedia.org/wiki/Fez_%28video_game%29) where the graphics have been redesigned so many times the release date has been pushed back for like 5 years now.
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> Redoing your weapons? Do you mean the weapons icons? IMO your weapon icons are beautiful and very well designed. Just my opinion though. One thing you've got to keep in mind, Kreator, is that as an artist you'll never truly appreciate your work as much as others will so just because you may feel that your icons need improving doesn't necessarily mean they do. I'm all for improving your skills but not if its going to slow development. I don't want to this game to turn into another [Fez](http://en.wikipedia.org/wiki/Fez_%28video_game%29) where the graphics have been redesigned so many times the release date has been pushed back for like 5 years now.

I'm pretty content with the icons, I made a few small changes, but nothing major (the palette, in particular). What I've recently made a lot of changes to are the 'stats' and related formulas. Originally I never used any sort of method or formular to ensure that the diverse array of weapons were balanced, so each player, no matter their build would have a large variety of new weapons available to them each time they allocate attributes. I just threw together a quick scatter graph, and I'm glad to say it's fairly balanced. As an example, here are the weapon requirements comparing strength and speed based weapons (swords, axes, maces and bows).

![](http://www.freemmorpgmaker.com/files/imagehost/pics/ba1c1b4a93bf6c23c234fd27070cf526.png)

Although a few small gaps, it's pretty consistent and spread out. Each diamond represents one or more weapons that become available at the following requirements. For example, one diamond near the centre might show that it requires 10 strength and 9 speed to use. Whatever the player pours attributes into, there should be a number of new weapons becoming available for use. I've decided to include either the crossbow or weapon throwing type to fill some of those gaps, and include a few more speed-primary required weapons. This will allow me to fill in those weapon requirement gaps, at the expense of spending some more time on weapons. On the bright side, players will also another weapon type in game for the initial release.

This graph is just for speed and/or strength weapons, not magic.
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> How important will magic be/what role will it play?

Unlike most traditional orpgs/mmorpgs magic won't be overplayed. All players are able to find, purchase or trade spell scrolls or tomes and 'learn' the associated spell if their magic attribute is high enough. There will be a diverse variety of spells, spanning a number of different elements. Players whom focus primarily in the magic attribute will be able to learn powerful spells, at the expense of low strength and/or speed, which will likely affect their health and armor.

Magic in the game-world itself is relatively rare, particularly enchanted weaponry and armory. No player will commonly find or purchase weapons emitting fire, or sapping targets life, or so forth. Instead, uncovering and looting rare enchanted weapons from dungeons or powerful NPCs will be an uncommon reward for the player. The economy in the game will be sculptured and carefully monitored to make enchanted weapons a rarity among players.
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> Damn I wish more people were following this topic, I practically check it every day. Really good project you got going on here.

Heheh, thanks! I hope more people discover and show interest too. ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)

> Looks good. I like how each set is unique from one another. Is that a post office sign? In game mailing is always a nice feature. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)

I've got loads of content to mix and match to make different buildings! Yes it is a post office sign. In-game mailing is planned,
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Got a new full time job. Will be putting away cash to help fund this game. Of course the downside is I'll have somewhat less time to work on my game, until I convert to part-time late feburary.

In an update, got a huge original bestiary in development! Elandor Chronicles won't have the typical and overused bears, wolves and orcs, but instead a vast array of completely original creatures and critters.
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> Got a new full time job. Will be putting away cash to help fund this game. Of course the downside is I'll have somewhat less time to work on my game, until I convert to part-time late feburary.
>
> In an update, got a huge original bestiary in development! Elandor Chronicles won't have the typical and overused bears, wolves and orcs, but instead a vast array of completely original creatures and critters.

First off the tiles are good, I like the verity in the wall and floor textures (small things like that I can appreciate as a player). I understand you are going for the retro feel is this going to be portrayed in everything done for the game like the UI, login screen, etc..?
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> First off the tiles are good, I like the verity in the wall and floor textures (small things like that I can appreciate as a player). I understand you are going for the retro feel is this going to be portrayed in everything done for the game like the UI, login screen, etc..?

Yes, all the game assetts will be retro, including pixel art, UI, music and SFX.

> NO BEARS! No longer interested.
>
> Bears and wolves I hope will still be in the game, just not as the primary enemies.
>
> Excited to see some new creatures though.

Haha, unfortately not. There will instead be original animals, perhaps some which have simular qualities or visuals of some popular rpg animals such as the wolf and bear.
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  • 3 weeks later...
Thanks Azyru!

All wands are completed, here is a small sample-

![](http://www.freemmorpgmaker.com/files/imagehost/pics/2b705f6808e78ad3b652821c4bea292a.png)

The poll results were close, so I've decided that I'll implement throwing weapons into the first release, and then additionally add crossbows in a second release. The reason for this decision is so that players who primarily spend attribute points in speed should have a very equal amount of weapons to use in comparison to other build types.
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I'm afraid it's bears or GTFO.

Heh, but it sounds great. Keep up the good work Kreator. And please do drop the contrast on some of your tilesets, I personally find some of them quite hard to look at in large quantities (the brick/cobble tiles come to mind). ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)
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Up until this point I never had cliffs. Worked on the first type of elevation. What do people think? Does it work?

![](http://i45.tinypic.com/24qr39v.png)

Contrast levels are a bit mixed up, currently reworking them so ignore how the trees appear 'muddy' compared to the rest of the tiles.
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The cliffs don't look quite right; they appear almost like rock walls rather than cliffs - they look rounded. I don't know what you could do to fix that though. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/wink.png)
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