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Elandor Chronicles


Dark Crusade
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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)

Rock walls, cliffs, whatever such they may be, they are simply to represent elevation and add new depth to the game world.
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> Rock walls, cliffs, whatever such they may be, they are simply to represent elevation and add new depth to the game world.

What's what I was saying; they didn't (imo) show any elevation, they looked too rounded for a cliff, so appeared as such a pile of rocks.

But, if the majority of people think otherwise, then it's fine. ;D
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> What's what I was saying; they didn't (imo) show any elevation, they looked too rounded for a cliff, so appeared as such a pile of rocks.
>
> But, if the majority of people think otherwise, then it's fine. ;D

I think I understand what you mean! I'll add some shadows like I have with the buildings and add the top transitions I talked about earlier (like some overhanging grass tufts) to work through that issue..
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Hey guys, I started a blog yesterday for Elandor Chronicles. I'm going to try and add new information on game design and Elandor Chronicles as often as possible. The blog itself is currently with blogspot, although I'll grab my own domain name and customise it some more in the future.

http://beaubuckley.blogspot.com.au/

I'm soon to post a lot of information about the concept and mechanics of Elandor Chronicles, some of it will intrique you as a player, and some will intrique you as a game designer. I encourage you to check it out, and follow me if interested.
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Weapon icons are completed for the first release! Time to finish all the armor off now!

Here is a small preview of the 6 different weapon types for the first release of Elandor Chronicles-

![](http://www.freemmorpgmaker.com/files/imagehost/pics/8f48bc3bf8c1269b94e2a2db535ec6ca.png)

These are only 18 of **144** weapon icons done. Which weapon type do you think you like best so far?
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Wow! You've got a really beautiful project here. I've really liked reading through your blog, can't wait for more ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)
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> I enjoy the throwing weapons. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png)

Great! Throwing weapons include a range of different weapons including knives, axes, shruiken, darts and javelin!

> Wow! You've got a really beautiful project here. I've really liked reading through your blog, can't wait for more ![:D](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/biggrin.png)

Great to hear you like it. Thanks, I'm updating it regularly!
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Elandor Chronicles is a classless-based game, however I'm thinking about once you reach level 10, depending on your allocation of attributes, you'll have a dynamic class viewable in your character menu, and also by other players who target you. This class may change every level as you allocate new attributes. Perhaps for each different class you'll get a special unique skill or ability. At higher levels new classes could even become available and unlockable.

Here's just an example of the sort of system I might do, the classes would be unlocked by the ratio of allocated attributes as shown below.

Strength:Speed:Magic

1:0:0 Gladiator

0:1:0 Ranger

0:0:1 Wizard

2:1:0 Beserker

2:0:1 Paladin

1:2:0 Assassin

0:2:1 Soulknife

0:1:2 Psion

1:0:2 Inquisitor

1:1:1 Adventurer

1:1:0 Swashbuckler

0:1:1 Arcane Archer

1:0:1 Battlemage

The gladiator for example, might be able to deal 15%+ additional damage with two handed weapons or something, or maybe have access to a additional skill.

What do people think? Should I implement a system like this?
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So if I were to ONLY spend points in speed, even at max level I'd still be classified as a ranger?

Also, will you offer multiple trees for specialist combat?

Like elemental/control/shadow/holy for mages. shield/onehanded/greatsword/hammer/axe for warriors. knives/bows/thrown/swords for rangers?
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> So if I were to ONLY spend points in speed, even at max level I'd still be classified as a ranger?

Nah, at higher levels as I mentioned more classes would become unlockable.

> Also, will you offer multiple trees for specialist combat?
>
> Like elemental/control/shadow/holy for mages. shield/onehanded/greatsword/hammer/axe for warriors. knives/bows/thrown/swords for rangers?

Multiple trees? What do you mean by that? Skill trees?

Also keep in mind this is just currently an idea. The first release will be absent of any class system, since I want to get an essentials release out with only a level cap of 10 to start.
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> The system you described is like the one in fable 2 or 3(maybe both?). I think it'd be pretty cool. Great work, and cool updates.

Sweet, I'll have to check them out. I've played only Fable 1, although I've wanted to try 2 for some time. I heard 3 was pretty bad though.

In other news, I've finished formulas and tied a bow around the different defenses in Elandor Chronicles-

> Armor, Block, Evade, Barrier and Resistance
>
> There are five types of defense in Elandor Chronicles. Armor reduces weapon damage, Block has a chance to negate weapon damage, Evade has a chance to negate all types of damage, Barrier reduces magical damage, and Resist provides protection against specific elements. Each defense is primarily associated with an attribute, so different character builds will be able to use different defenses.
>
> **Armor** is perhaps the most common defense. Most strength-based equipment will provide high defensive armor to the wearer. Armor is essential to all players because it reduces weapon damage taken by all hits. It does not reduce magical damage however, which may leave strength-based builds weak to spells.
>
> **Block** is primarily associated with shields. It gives the player a chance to negate often most if not all damage from an incoming melee or ranged weapon attack. It's another strength-based defense, which gives players the opportunity to have extended defense capabilities at the expense of not being able to dual wield or use weapons two handed (A feature which is planned post-release).
>
> **Evade** is a specialized defense mostly seen in speed and occasionally magic-based equipment. It gives players the chance to dodge all types attacks, including both melee and ranged weapons, and also spells. While evade is a good defense for all players to have, focusing in high levels of it will allow players to have higher chances of evading even the most powerful spells and attacks.
>
> **Barrier** is defense against magical damage, mostly seen in spells but also some enchanted weapons. Similarly to armor, it reduces the amount of magical damage taken from every hit. Magical damage refers to all the different spell elements such as fire and ice damage. Barrier stacks with resistance.
>
> **Resistance** is a very specific defense which applies individually to each element. Resistance applies damage reduction to one or more elements. Different equipment may add defense against different elements, and players are able to wear specific equipment to focus protection against one or more elements depending on their environment and enemies.

For some time I was unhappy with armor being the only 'main' defense, which made no sense when it felt like it was primarily a strength-based mechanic, making speed and magic feel underplayed. Like most games I already planned on including resistances as per specific items, spells and skills, but I wanted to have a few more to even things out. Now, not only will your attributes determine what types of weapons, skills and spells you can use, but also your defense style or combination thereof!
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> Sweet, I'll have to check them out. I've played only Fable 1, although I've wanted to try 2 for some time. I heard 3 was pretty bad though.
>
> In other news, I've finished formulas and tied a bow around the different defenses in Elandor Chronicles-
>
> For some time I was unhappy with armor being the only 'main' defense, which made no sense when it felt like it was primarily a strength-based mechanic, making speed and magic feel underplayed. Like most games I already planned on including resistances as per specific items, spells and skills, but I wanted to have a few more to even things out. Now, not only will your attributes determine what types of weapons, skills and spells you can use, but also your defense style or combination thereof!

Solid ideas, but I would consider playing with evade a little more. Not all evasions have to be dodging an attack completely, you can dodge a little bit and have a potentially deadly blow to the head hit you just on the arm. Perhaps it could be more like block, but speed based instead? You could even merge the two I'd say, turning it into parry. They're both primarily based on speed (though moving the shield would take a little strength depending on the make), so I don't see any problem with converging the two unless you want dodge to be for spells to and block to not be for spells. Just my $.02
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I think he has it like that because if your evasion fails you take the full damage and if you block something you manage to take reduced damaged.

@The "class" idea: I think that would be nice. Would you be able to hide it though if you don't want your enemy to know what you can do?(Not sure if there is pvp or not)
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> I think he has it like that because if your evasion fails you take the full damage and if you block something you manage to take reduced damaged.

This is primarily the reason, and I'm pretty happy with the formula I've developed which determines if you evade an attack, depending on several variables. I do understand that it seems logical that you could avoid some damage, such as misplacing an attack from your head to your arm, or just having an arrow scrape you, but unlike real life or some more complex games, an attack is an attack. I'll likely implement critical hits, but aside from that there won't be much diversity in terms of where or how you hit.

> @The "class" idea: I think that would be nice. Would you be able to hide it though if you don't want your enemy to know what you can do?(Not sure if there is pvp or not)

Maybe, I'll leave the class system until after the initial release, but I'll definately think about it and take opinions and ideas such as that. I haven't decided yet whether PvP will be in first release or not yet. I'm trying to plan and develop a realistic release which won't take too long for me to reach.
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Lots of great content and ideas to share on my blog. You have the option of subscribing by email if you'd like updates to your inbox. You can expect many previews, updates, and game design tips, concepts, and discussion.

http://beaubuckley.blogspot.com.au/

Thanks to everyone checking it out, and a big thanks to those who get involved, comment, and ask questions!
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> Everytime I see this project, I think about how fun dragon quest series is.

It's sad because I haven't even played it, though I am quite fond of their art style. I'm actually thinking about redoing the trees and such though because my world presentation is feeling flat and lacking depth.
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