Progress
Posted: Wed Apr 20, 2016 9:50 am
Check the last post.
NiteHawk wrote:I'm getting closer to a general release. I still need to get the buttons quickly working (and scalable for shops), and then the inventory at least to a viewable order.
Once those two things are done I will release a basic version where you can move around and do some minor things. All the things will still be in (From SOE, like inventory usage and equipping, but some of it will be disabled. It wont' take long to get it all going though.)
I intend to release so people can at least start plotting areas out. So don't expect much yet.
Lateralus wrote:NiteHawk wrote:I'm getting closer to a general release. I still need to get the buttons quickly working (and scalable for shops), and then the inventory at least to a viewable order.
Once those two things are done I will release a basic version where you can move around and do some minor things. All the things will still be in (From SOE, like inventory usage and equipping, but some of it will be disabled. It wont' take long to get it all going though.)
I intend to release so people can at least start plotting areas out. So don't expect much yet.
Any idea when you might be thinking? Also what is outsiders can gather to help the process? Like what you want to work on next that we can help with?
I feel like all the damage formulas follow the same algorithms or close to would a page of all the skills broken down by that in one place be helpful or is that in the works somewhere else?
NiteHawk wrote:It would be handy to have the formulas written down in a place. I don't have any quarrels with people seeing them.
Lateralus wrote:NiteHawk wrote:It would be handy to have the formulas written down in a place. I don't have any quarrels with people seeing them.
Honestly just looking at these skills and formulas they aren't very complex but don't seem to follow much of a standard format. I think they are going to be pretty tedious to implement and figure out.
Id really suggest that once we have the game up and have a few small areas we test each class (one or two at a time) and adjust as we test. I say this because we dont have the formulas so I think a lot of it is going to be based on feel. If we test like this I think its going to be a lot easier than taking input from 10 or so classes at once and trying to re balance/modify. Another plus to this is once we get some of the formulas down for one class it should make moving to another class a bit easier.
Lateralus wrote:Yea the above looks pretty good it was just weird to go back and see all the different kind of spells and how each class sometimes had different damage and variances (paladin druid and cleric curel all acted different i believe).
Also spells like deathbane where i just remember hit really hard with ammy not so hard without but both cleric and paladian had diff values.
another thing was the oddity of 21int = 20int for some reason (I really hope we can change that to not be the case)
Also stats above 23 acting different than stats 23 and below on damage formulas (wouldnt mind seeing that changed either just so things can be more simple)
anyways it seems like you have the formula down. just wanted to point out some stuff.