Wednesday, 16 September 2015

Blood Rune Weapons, Levers and Doors

Since the initial entry into the competition, development on Blood Rune as a full game has continued at a good pace.

Some of the new features in my local build, which cannot be found in the competition entry, are:

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* Shields. These sit in the off hand and have a percentage chance to block all damage from any incoming strike. When damaged is absorbed in this way the shield loses a point of durability; once it loses it all it becomes wrecked and no longer of any use.
* Two handed weapons. These prohibit the use of items in the off hand. The top end swords have become the two handed weapons, they tend to be the three inventory tile high weapons.
* Skeletons gain damage resistance to weapons, taking only half damage from strikes.
* Bone breakers. These inflict full damage to skeletons and other undead. The one handed bone breaker is a spiked club whereas the two handed is a huge mace.
* Critical hits which occur randomly with a 5% chance and cause double damage. These mechanics may seem familiar as they are inspired by D&D even though the rest of the system is not directly.
* Helms. These protect against critical hits, reducing their damage to normal levels and losing a point of durability in the process (until wrecked).
* Light. There is now a light radius around the player and so areas can be out of sight within the dungeon and thereby in darkness.
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* Torch. This can be dragged to the offhand to replace a shield and boosts the light radius around the player to almost pre-light effect levels.
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When a torch is not used, the light radius is a medium level in rooms and a short level in passages.
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*Levers and doors. There are now doors that can appear in archways and block off exits from rooms and passages in the maze. These require levers to be found and pulled to open them. Levers may not be in the same room (or general area) of the doors they operate. These help to add interest to the exploration.

More information to come - I have added more than this but I think this will do for one post.

Now I do find that I have to restart Director 12 periodically because it crashes, saying it is out of memory and a fatal error has occured. Only once have I lost work through this as it normally will save the project just fine. I'm not sure why this is, but when I removed the videos I was using (a couple of swirling mists to use as backdrop to menus and a lightning strike) this has become a lot less frequent than before. If anyone knows why this might be then please let me know.

I encourage anyone who is interested in Director to download the game from the competition website and give it a go. If you like it, please create an account on the competition web site and give it an upvote. There is a people's choice award that is won by the most votes and a cash prize attached that would help fund the game. I am currently self-funding.

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