That's a good idea! I couldn't come up with good mining perks anyway.
That's a good idea! I couldn't come up with good mining perks anyway.
Beating rocks with pickaxes until ore drops out, a.k.a. mining. Should I add a specific animation for that, or is it funnier when it's the normal attack moveset?
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Common video game logic: if you have at least one hitpoint left, you'll be fine. Unless you hit your toe somewhere...
An arrow to the brain? No problem. I was only using 15% of it anyway.
And then it's always the post that has absolutely nothing to do with the game itself, that gets the most attention.
"Must have been the wind..."
Maybe the ballista arrows should do a little more damage.
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The easiest way for a fire mage to hone their skills and restore mana is to set a forest ablaze and constantly absorb the flames, as they spread over the area. For some reason, fire mages don't have a very good reputation.
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In Relics of the Forgotten, mana is restored by absorbing energy from powerful elemental sources. It's stored in magic gems to be released at a later point (notice the ring in the second clip).
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Thanks! The Elder Scrolls series was a pretty big inspiration for this game.
New shockwave spell WIP.
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Weapons also collide with the ground now. Depending on the surface material and the strength of the attack, a hit may get stuck on its way. So depending on the environment, a smaller weapon might be favorable.
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Not to mention the druids whose holy site is used as a punching bag.
Started working on improved collisions for environmental objects. It's still in a very early stage, but we're getting somewhere.
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Why doesn't our moon have a Huygens ring? I think it would look way cooler.
Sure, probably something about the gravitational pull of earth and orbital resonance or something. Science won't let us have nice things.
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I started to work on some screen effects for player damage (blood splatters) and fatigue (tunnel vision). Any suggestions?
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Trying to understand other people's code is like being a physician in the early days of medicine: You remove important looking parts one by one and see what stops working.
#programming
One of these swords absorbs heat, the other one releases it as a fire wave. The more energy was absorbed, the stronger the attacks become.
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fuck game design knowledge.
good game design is to watch enough people play your game and increasingly remove barriers to players having the desired experience.
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Display of the defence ratings and protected body parts for armor items.
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Do whatever keeps you motivated. It takes a while to make something that is actually fun to play, so don't stress yourself with polishing. As long as everything moves the way you imagined it, that's a success.
If you're just getting started, try to follow a tutorial that is close to what you want to do. Then play around with the code. See how many featured you can add to the prototype without breaking it.
It will be a mess anyway.
Delete everything and start again with your newly gained knowledge.
"What are quest markers? Just ask someone for the way, you antisocial nerd!"
(Almost) every NPC can give you directions to characters and locations. Only if they know the person or place, of course.
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Wind magic pushes characters into ragdoll state now.
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True, it's a nice little distraction from the 134 different data tables.
Me: I finally finished this control rig. Time to make some animations.
My ADHD:
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Maybe not the best time to share this, but... I made a wildfire mechanic.
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Thanks for the advice. I think I'll add this as a perk that is unlocked when the hunting skill is high enough.
Limb-based damage + limb-based looting means you should not smash an enemy's head, if you plan to sell it as a trophy afterwards.
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Abductions are fun!
(Disclaimer: Only in-game. Please restrain from knocking out and/or abducting people in real life without their consent.)
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Hitting specific body parts applies different status effects: injured legs make a character run slower, with damaged arms, they will attack less efficiently, a concussion decreases their intelligence.
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