Glad to have some help! I'm very interested in the files you tried to attach. Can you send them to me via email? clintbellanger at google's popular mail service.
I do some balancing tweaks each major release. So much is changing at this early stage that I don't expect there to be any real balance yet.
For instance, it's very hard for a player to survive if they don't have Heal. But in the next release there will be vendors with potions for sale. This might eliminate the need for a required point in Defense or Magic.
I have an idea though: I will probably remove Lore and put a power there to shoot wands/rods/staffs for no mana. Then make Shock a chain-lightning style spell as originally intended, with mana cost.
I might even move Block to where Return is, for lack of a better place for now. And put better, more interesting powers everywhere else. I don't like having one tree that is both bows and swords. Most players will choose staff OR sword OR bow and stick with that weapon the whole game. And the Physical Defense tree is boring as is. So I might make Physical Defense the tree for Sword powers (or sword + shield combos) and Physical Offense the Bows powers (or bows + sword combos, if I can think of any). Obviously this whole thing could be solved by using Talent Points but I don't plan on implementing that for a while.
The enemies are definitely configured towards the hard side right now. I'm guessing that most people who would bother playing are already fans of the genre so I don't mind if it trends a bit hard.
Right now the game is very hard for melee characters -- they have to deal with range disadvantage, and they don't get a multi-target attack until much later (and have to invest in Offense to get it). I plan on fixing this by having interesting varieties of melee weapons with special powers -- e.g. +lifedrain swords, +bleed axes, +stun hammers. Also I'll probably rearrange the power tree, possibly putting Cleave in the Physical Defense 5 slot among other things.
Cheshire, how would you like to be credited? e.g. just Cheshire, or your full name?
Also, I made a couple tweaks to the patch (committed in revision 236)
Cheshire, excellent work. I'm going to make a couple minor tweaks and check this feature in.
Yes, please submit a patch. I do want this as an optional control style.
I'm not sure how targeted spells would work (e.g. Burn, Teleport) though.
Boysano, just about all the art in my game are 3D models I pre-render into 2D sprites. Pretty much all the tiles and creatures in Flare are on OGA.
Examples:
http://opengameart.org/content/cave-tileset
http://opengameart.org/content/classic-dungeon-walls
http://opengameart.org/content/antlion
http://opengameart.org/content/zombie-sprites
http://opengameart.org/content/skeleton-warrior-0
http://opengameart.org/content/goblin
http://opengameart.org/content/minotaur
http://opengameart.org/content/fire-spell-explosion
http://opengameart.org/content/freeze-spell
Anon,
Glad to have some help! I'm very interested in the files you tried to attach. Can you send them to me via email? clintbellanger at google's popular mail service.
I have no current plans for using a scripting engine. At this point I think it might be overkill for this kind of game.
I reserve the right to change my mind down the road :)
I do some balancing tweaks each major release. So much is changing at this early stage that I don't expect there to be any real balance yet.
For instance, it's very hard for a player to survive if they don't have Heal. But in the next release there will be vendors with potions for sale. This might eliminate the need for a required point in Defense or Magic.
Anonymous, sounds like it's just bad luck.
The next big feature I'm working on is Vendors for this very reason!
Currently wands only increase your magic power.
I have an idea though: I will probably remove Lore and put a power there to shoot wands/rods/staffs for no mana. Then make Shock a chain-lightning style spell as originally intended, with mana cost.
I might even move Block to where Return is, for lack of a better place for now. And put better, more interesting powers everywhere else. I don't like having one tree that is both bows and swords. Most players will choose staff OR sword OR bow and stick with that weapon the whole game. And the Physical Defense tree is boring as is. So I might make Physical Defense the tree for Sword powers (or sword + shield combos) and Physical Offense the Bows powers (or bows + sword combos, if I can think of any). Obviously this whole thing could be solved by using Talent Points but I don't plan on implementing that for a while.
The enemies are definitely configured towards the hard side right now. I'm guessing that most people who would bother playing are already fans of the genre so I don't mind if it trends a bit hard.
Right now the game is very hard for melee characters -- they have to deal with range disadvantage, and they don't get a multi-target attack until much later (and have to invest in Offense to get it). I plan on fixing this by having interesting varieties of melee weapons with special powers -- e.g. +lifedrain swords, +bleed axes, +stun hammers. Also I'll probably rearrange the power tree, possibly putting Cleave in the Physical Defense 5 slot among other things.
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