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Post by beuns on Oct 2, 2013 0:20:19 GMT -5
Can't wait to have it in my hands
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Post by fallen on Oct 3, 2013 0:32:28 GMT -5
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Post by beuns on Oct 3, 2013 1:36:35 GMT -5
fallen : the new tool seems to allow you some great animations
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Post by fallen on Oct 3, 2013 9:37:06 GMT -5
beuns - the combination of Spine and Particle Designer ... makes a very happy artist
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Post by johndramey on Oct 3, 2013 16:19:53 GMT -5
Like the animation engine very much, pretty impressive what you are doing with HoS. The partical and lighting effects are particularly nice.
The daily blog posts are so cool. I'm sure they are a lot of work on top of your already busy schedule though, so I wantex to say thanks again for keeping us in the loop.
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Post by fallen on Oct 3, 2013 16:58:34 GMT -5
Thanks for all the positive energy everyone!!
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Post by fallen on Oct 3, 2013 17:45:13 GMT -5
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Post by johndramey on Oct 3, 2013 18:26:21 GMT -5
A very cool idea. I like that the flavor text is written in the character's voice. Will make it easier for the player to understand what skills do what, and will make it more apparent which skills are necessary for which class. Cool idea, hopefully it can be designed to match your mental image
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Post by captain nemo on Oct 3, 2013 18:37:07 GMT -5
This really is a great feature. I love that your character will be able to give you advice... Super exciting and +1 the Can't Wait To Try It !!!
C for combat & F for free seems like a good & simple choice too.
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Post by Deleted on Oct 3, 2013 19:24:08 GMT -5
Hey, if you ever have a need for voice acting, I've some experience XD.
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Post by beuns on Oct 3, 2013 22:24:56 GMT -5
Nice way to teach the way a character need improvement. Great job (again )
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Post by fallen on Oct 7, 2013 13:15:39 GMT -5
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Post by johndramey on Oct 7, 2013 17:58:14 GMT -5
Awesome blog post, love to read about the game as it grows.
Quick question though, as you have it written it sounds like each class will have access to magic of some kind. The outlander and the rogue will be more focused on individual, touch/short ranged magic while the mage and cleric will be more focused on long range/AOE type spells. Am I correct in that reading of the blog?
If I could ask some more questions about the magic system. Will there be drastic differences between the mage and the clerics magical repertoire? I like how D&D had quite big differences in the kinds of spells provided to the two main classes of spellslingers, even if it did make mages (arguably) more powerful. Having clerics be more of the utility spell casters and wizard be more of the bang-boom spellcasters really differentiated their roles. Sure, a wizard could be a utility spell caster and a cleric could be an offensive caster, but they wouldn't be as effective in those roles.
Either way, thanks for keeping us in the loop!
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Post by fallen on Oct 8, 2013 1:26:08 GMT -5
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Post by fallen on Oct 8, 2013 1:35:31 GMT -5
Awesome blog post, love to read about the game as it grows. Quick question though, as you have it written it sounds like each class will have access to magic of some kind. The outlander and the rogue will be more focused on individual, touch/short ranged magic while the mage and cleric will be more focused on long range/AOE type spells. Am I correct in that reading of the blog? If I could ask some more questions about the magic system. Will there be drastic differences between the mage and the clerics magical repertoire? I like how D&D had quite big differences in the kinds of spells provided to the two main classes of spellslingers, even if it did make mages (arguably) more powerful. Having clerics be more of the utility spell casters and wizard be more of the bang-boom spellcasters really differentiated their roles. Sure, a wizard could be a utility spell caster and a cleric could be an offensive caster, but they wouldn't be as effective in those roles. Either way, thanks for keeping us in the loop! johndramey - that is half lazy-Andrew-blog-posting talking and half the case. Each character has a set of Talents that pertain to his or her abilities and will enable you to do cool things in the game. These powers -- be they magical, mundane, from Strength, Leadership, or Sorcery -- are the driving force behind each individual character's interactions with the game world, enemies, and obstacles. So, to use the right language -- some characters will have access to Talents that are magical curses and buffs via the skill Conjuring. Other characters, such as the Duelist, will use non-magical skills, such as Leadership. For example, the Duelist will use his Leadership and Blade skill to increase the accuracy of nearby characters in a Talent called Flanking Unity. In terms of underlying system, it will work a lot like a buff ... he needs a higher skill to effect more targets and it will cost him a certain amount of Spirit Points to use. The differences between the mage and cleric Talents will be significant. A few examples? Sure! I have not played much D&D, but we will follow the well-established RPG model that cleric's heal and mages do not. Mages, Sorcerers and their ilk have perfected the ability to destroy with magic, as seen by the example of the disasters in the Sedollan Bastions, and will be able to bring much more powerful attack magic to bear. The attack magic that a Cleric can unleash is more targeted, more expensive, and most effective against truly evil creatures. Also, Clerics and Paladains (the two characters filling the Healer slot) have a good chunk of their talents dedicated to melee combat and combat assistant talents. With the right build, either character could step into the fight as a primary / secondary melee warrior, where this feat would be much more difficult for the Sorcerer character and impossible for the Wizard. Long-winded answer, but I hope it helps a bit!
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