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Post by Deleted on Sept 20, 2013 19:06:57 GMT -5
Looking good. Reminding me of ye olde dungeoncrawler of the early 90s. Heady days indeed to remind old gamers of.
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Post by fallen on Sept 21, 2013 18:26:13 GMT -5
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Post by captain nemo on Sept 21, 2013 19:52:11 GMT -5
Sounds great and glad to see that things are moving right along : )
Enjoyed the screen shots too..
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Post by johndramey on Sept 22, 2013 6:32:29 GMT -5
I got back from my vacation to not only one, but two awesome blog posts! Love it! Thanks a lot.
*edit*
Posted this question in the "comments" section of the blog post, but I figured I'd post it here too.
What are you guys planning on doing for fog of war? The current system seems to reveal enemies and terrain even when outside of the player's field of view. Is that just a place holder system, or are you planning on opaquing areas that haven't been visited by the players?
Either way, glad to hear that you guys are working on upping the challenge. You've already crafted a suitably awesome atmosphere for HoS, having it be punishingly difficult (on the higher scale of the difficulty chart) would be awesome as well!
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Post by fallen on Sept 22, 2013 10:34:34 GMT -5
johndramey - I don't see it in the comment section of the blog post, but it's great to add it there! The dungeon lighting system that you see now is a working model, its not completely fixed and we've made a couple more massive steps on in it the last 24 hours too. The goal is to get very sight-driven so that you aren't seeing things that you can't see (a "ray casting" model). So, unlike Templar Assault where you can see through walls and such, in Heroes of Steel you should not. After playing with it, we may decide for a very limited ability to get a sense of whats on the other side if you are standing right up against a door. Keep watching the blog and I will keep posting about new links here -- we are cranking out enhancements and exciting news daily and now is the time to share!
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Post by contributor on Sept 22, 2013 13:00:15 GMT -5
Sounds like a special ability for magic users of a certain level, or who have casted a spell that has a certain duration.
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Post by fallen on Sept 22, 2013 13:10:42 GMT -5
contributor - absolutely - some far sight spells will be Talents of the the stealth classes, and available to one of the two types of mage casters. I will put up a blog post about that soon!
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Post by fallen on Sept 22, 2013 17:17:59 GMT -5
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Post by johndramey on Sept 22, 2013 21:14:23 GMT -5
Love it! The idea of having rest divided into tiers is a good one, and will make for some tense decisions on the higher difficulty levels. How far apart are towns going to be in the map? Will we, the players, have to purchase provisions and the like for traveling? I am probably in the minority on this one, but I loved micromanaging all of that stuff when I played D&D with my friends back in the day. Having to equip my group for a long distance trek and anticipate what could be a problem was always a ton of fun.
Also, with leveling, how are you guys planning on handling it? Will it be similar to TA/CK/ST/AoP, or are you thinking up some new system? Will we have skill points/perks/etc like a more traditional PnP based RPG?
Oh, so excited!
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Post by fallen on Sept 22, 2013 22:43:28 GMT -5
johndramey - great questions, and I will answer the one about XP in a few more blog posts. There won't be supply-type provisions (food) but there will be other expensive, important items that can get you out of a jam and you'll want to stock up before you try the trek to another town. The journeys will be arduous and fraught with danger, so you'll be very interested in alternative travel options that we are looking at between specific key places in the world map. Hope you've subscribed to the blog, we're going to be sharing daily on there about Heroes! Very excited to be showing off what we've been cooking!
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Post by fallen on Sept 24, 2013 16:44:51 GMT -5
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Post by johndramey on Sept 24, 2013 18:07:44 GMT -5
Sweeeeeet! Love the video, game is looking good. I especially like the animation on the sprites. Too bad about the alpha missing September, but we can wait. It should be a lot of fun, and after having gone through the AoP alpha I'm sure we'll make huge strides once we hit alpha. Thanks again for all the hard work!
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Post by fallen on Sept 24, 2013 22:10:38 GMT -5
johndramey - we are very much focused on learning from our mistakes with the AoP alpha and focusing the team's time on more important work than finding bugs and typos! Really, really excited for when Alpha is ready!
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Post by fallen on Sept 25, 2013 16:09:39 GMT -5
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Post by Deleted on Sept 25, 2013 16:44:13 GMT -5
Man, great work with that Spline software. It just keeps looking better and better. Hope to see a TA update using it some day.
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