tag:blogger.com,1999:blog-39508438305342684832024-03-13T21:00:35.826-07:00The Recursion King Thoughts from the Recusion KingPete Kinghttp://www.blogger.com/profile/03438651595079082035noreply@blogger.comBlogger177125tag:blogger.com,1999:blog-3950843830534268483.post-81759107737596926962024-02-15T00:56:00.000-08:002024-02-15T00:56:38.772-08:00Brigands - Hunters and animal companions<p>The Hunter is a character class in Brigands. Hunters start out with no Wolf companion; the skills screen for that Brigand shows this initially:</p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgi4-nX_svuNGaocnCestL6zaIo8y5r4GTFWpTDCRaph38qklR0p6IUPf0ewwokwMkXE4CtxOhs1XgVwihg5FROFfiVvIcV0It5UP9YBdaj2NP9z71umVkO_7Tnjg9gi_7-oB_mrDcxSUK2RI1Gw8z4JWXKYKTkIW8lf9FX9S5l9CS0iqPihQCGtxaHOuM" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="43" data-original-width="752" height="18" src="https://blogger.googleusercontent.com/img/a/AVvXsEgi4-nX_svuNGaocnCestL6zaIo8y5r4GTFWpTDCRaph38qklR0p6IUPf0ewwokwMkXE4CtxOhs1XgVwihg5FROFfiVvIcV0It5UP9YBdaj2NP9z71umVkO_7Tnjg9gi_7-oB_mrDcxSUK2RI1Gw8z4JWXKYKTkIW8lf9FX9S5l9CS0iqPihQCGtxaHOuM" width="320" /></a></div><br />Later, the Hunter levels up to level 4 and gains the Wolf Whistle feat:<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhvbaG5wxwaskrAAPV8j0w-1EFnaUb5NkyiAg-KJzC6C7LEDtkSnyE21gNwgFYkMC7MFW1BbL3Wc9I3Of1bsTgi5IT9hqLJAcO3NT17n0NEDr9EZnK1fJlHg65PNjwHKpY-0sQQo8xR6p3yx-iXj55XI95SklmTG_Jdy0Wt5Q1XfB9P-qGJh9Ksmpm1lwQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="635" data-original-width="1570" height="129" src="https://blogger.googleusercontent.com/img/a/AVvXsEhvbaG5wxwaskrAAPV8j0w-1EFnaUb5NkyiAg-KJzC6C7LEDtkSnyE21gNwgFYkMC7MFW1BbL3Wc9I3Of1bsTgi5IT9hqLJAcO3NT17n0NEDr9EZnK1fJlHg65PNjwHKpY-0sQQo8xR6p3yx-iXj55XI95SklmTG_Jdy0Wt5Q1XfB9P-qGJh9Ksmpm1lwQ" width="320" /></a></div><br />Now the skills screen for the Brigand shows this:<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEh_CMxXOpaP0IQn9sJBVHEAPMv7cCQCup1OT4fzECQ4Ew45nZMJQWY3D7H-erYinj3U0BeLH9JMgJoPGCAdvbhNGEcdo2QfmtZAgTWGUYV6e-DDu4jSWOzm1_ov962mXH7e6ZPc_UDcH7SJv8_XUb5o9FA_cR-hMCjl1Fra6QiqTT7fRjkDw9O055r42gQ" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="46" data-original-width="759" height="19" src="https://blogger.googleusercontent.com/img/a/AVvXsEh_CMxXOpaP0IQn9sJBVHEAPMv7cCQCup1OT4fzECQ4Ew45nZMJQWY3D7H-erYinj3U0BeLH9JMgJoPGCAdvbhNGEcdo2QfmtZAgTWGUYV6e-DDu4jSWOzm1_ov962mXH7e6ZPc_UDcH7SJv8_XUb5o9FA_cR-hMCjl1Fra6QiqTT7fRjkDw9O055r42gQ" width="320" /></a></div><br />The Brigand can summon his or her Wolf Companion in to battle and it has a Wolf Power of x1. But then, after many battles, a terrible gang of monsters actually kills the Wolf Companion and so now the Brigand skill screen will show this:<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEhxjM_QsRHRwSXO0PCXRiszMMUGECAnLVnuqAgx8RgBDB9s16tSmtAMEgdWS4uofNYAn9TzRARYIAMB0gcL86YmxwgVrPpb_6Je9xjKR5G0PtpFjYXikMh8UH5PllYxPdTt1uyukPQ7MU79DeoYp3hiHFSciY6ll1h5rdf8eTQHCN3nevbAM8b0Syn4DDc" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="49" data-original-width="707" height="22" src="https://blogger.googleusercontent.com/img/a/AVvXsEhxjM_QsRHRwSXO0PCXRiszMMUGECAnLVnuqAgx8RgBDB9s16tSmtAMEgdWS4uofNYAn9TzRARYIAMB0gcL86YmxwgVrPpb_6Je9xjKR5G0PtpFjYXikMh8UH5PllYxPdTt1uyukPQ7MU79DeoYp3hiHFSciY6ll1h5rdf8eTQHCN3nevbAM8b0Syn4DDc" width="320" /></a></div><br />That's right, the Brigand must find a new Wolf Companion, which will appear in the Wilderness somewhere. Luckily, the nearby villages will speak of this to help give a general idea of where to look...<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEgzxGg9e9ah1_mTU43hX8XTVljZCb6NLpWXOFNqxqLiKzEtVcH_lTCqB0B_HYa_E4_ud8q9ByHXPrSileIJiQJDEExoiJnzexiCT4dG94A2Hoblo_EZKSwc_6qqKnluNUKZmsE9eYbdmsH5kv_RC2cDgjLreKnDP-aUbVbyzB6DYIjAWOvDM7qp2esNahU" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="394" data-original-width="865" height="146" src="https://blogger.googleusercontent.com/img/a/AVvXsEgzxGg9e9ah1_mTU43hX8XTVljZCb6NLpWXOFNqxqLiKzEtVcH_lTCqB0B_HYa_E4_ud8q9ByHXPrSileIJiQJDEExoiJnzexiCT4dG94A2Hoblo_EZKSwc_6qqKnluNUKZmsE9eYbdmsH5kv_RC2cDgjLreKnDP-aUbVbyzB6DYIjAWOvDM7qp2esNahU" width="320" /></a></div><br />The player has a good look around the area indicated, spots the Wolf on a hillside and moves towards it:<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEj46YaOfGXffZ_gK5EBsNNrXO54rA_zh2AKGvwFjMNkZ7-gAQbXIImF8451H1d1Ke-_bgJFEa2HmX95E0MaRqATwZa-LLoEtPs0rrexgw_piUzsx64HP3VeFrpzL79_JPzzlZuXOgDuppzLBV-t_HPZz-oEVVdSrt8HdFb6ziP1ZO4egWruXaall-fu6ME" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="589" data-original-width="1709" height="110" src="https://blogger.googleusercontent.com/img/a/AVvXsEj46YaOfGXffZ_gK5EBsNNrXO54rA_zh2AKGvwFjMNkZ7-gAQbXIImF8451H1d1Ke-_bgJFEa2HmX95E0MaRqATwZa-LLoEtPs0rrexgw_piUzsx64HP3VeFrpzL79_JPzzlZuXOgDuppzLBV-t_HPZz-oEVVdSrt8HdFb6ziP1ZO4egWruXaall-fu6ME" width="320" /></a></div><br />Bingo, now our Hunter has a new Wolf Companion! The Brigand skills screen now shows:<p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/a/AVvXsEizCXkTjYQuFX0_5hb0C_M0jjycksjl1DR4pCbrvXF1ro3Fydd2MKpa-Tw6cY0rJMWAD9RO0yjKqEvAaAJpSUjH64ZRIuTap30IV09bZq3p7VZKXg3wnb5eCZOmgbfO8VZA6JzXrO2yGCHkC1pJP6Tv64S1wuj7EtXA23NPVwRz--BEtx02HEHoQWmLYF0" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="44" data-original-width="759" height="19" src="https://blogger.googleusercontent.com/img/a/AVvXsEizCXkTjYQuFX0_5hb0C_M0jjycksjl1DR4pCbrvXF1ro3Fydd2MKpa-Tw6cY0rJMWAD9RO0yjKqEvAaAJpSUjH64ZRIuTap30IV09bZq3p7VZKXg3wnb5eCZOmgbfO8VZA6JzXrO2yGCHkC1pJP6Tv64S1wuj7EtXA23NPVwRz--BEtx02HEHoQWmLYF0" width="320" /></a></div><br />As you can see, the Wolf Power has increased because a stronger wolf was found. Our Hunter is happy and the party continues adventuring...<p></p><div class="blogger-post-footer"><script type="text/javascript"><!--
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There are many more statistics and abilities that items can have, but the most common ones are shown in the grid itself.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbchVhbMv17zaEfgW55yVdKDVhciThMK1AatKAZE-reKYTRcgUOpje7k2qXCFScozzv5yMdE9W3R_QBLJ8nQNhEEnwbIJNEMzhMyn-2Lcx7Zrifeo7DrYPX6hKHxXqPuzUQ8KtijtoR7WHDRwu_7UDmU7_EBaft2pqw5td0gGW2-0bIOJC2h20eajwQ-Y/s2293/Screenshot%202023-12-01%20102943.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1302" data-original-width="2293" height="182" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbchVhbMv17zaEfgW55yVdKDVhciThMK1AatKAZE-reKYTRcgUOpje7k2qXCFScozzv5yMdE9W3R_QBLJ8nQNhEEnwbIJNEMzhMyn-2Lcx7Zrifeo7DrYPX6hKHxXqPuzUQ8KtijtoR7WHDRwu_7UDmU7_EBaft2pqw5td0gGW2-0bIOJC2h20eajwQ-Y/s320/Screenshot%202023-12-01%20102943.png" width="320" /></a></div><span style="font-size: xx-small;"><div style="text-align: center;">The standard view of the inventory - green items are readied on the character.</div></span><p></p><p>The Inventory will hold essentially an infinite number of items. However the way it works is that each character has a set of items that have been readied (i.e. armour worn, weapon available for use and so on) and the rest of the items are in an 'available items' pool. This pool is limited to only showing the top 100 items in any one go, as this is a limitation of the menu system. The player is encouraged to ditch, sell or donate spare items once this total reaches a certain amount because the party can become burdened by carrying so many, and so suffer speed losses in combat.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi4rZzD_6709zaM4rbYmB5nEg8GdXHAAEXvw6ewgh-Z1wzhi-wac1ziENqLt0PLdNrjdblmxSZgvqUrhjOBfa9Mxfoc-rDThp5GAPOcspdZsMaZQ20e5O5vALe3pvJpb_IIsVZcI0dK1arsnrKR9g179ETFSAj-NA5ZntthoAucDHHxisMgMJtKu9LxUQ/s2281/Screenshot%202023-12-01%20103013.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1279" data-original-width="2281" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgi4rZzD_6709zaM4rbYmB5nEg8GdXHAAEXvw6ewgh-Z1wzhi-wac1ziENqLt0PLdNrjdblmxSZgvqUrhjOBfa9Mxfoc-rDThp5GAPOcspdZsMaZQ20e5O5vALe3pvJpb_IIsVZcI0dK1arsnrKR9g179ETFSAj-NA5ZntthoAucDHHxisMgMJtKu9LxUQ/s320/Screenshot%202023-12-01%20103013.png" width="320" /></a></div><span style="font-size: xx-small;"><div style="text-align: center;">Tearing away the readied items to form a new list.</div></span><p></p><p>As the party can have a lot of items at any one time, and it is up to the player to decide which to keep, a feature of the inventory system is being able to 'tear away' the readied items on the Brigands to the left. This forms a second menu - of just those items - and allows the player to see more of their available items on the right hand side at once. The inventory readied items can also be pushed back onto the right hand side and they will rejoin the main list. The player can do this whenever they want.</p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbRR2XAVRX7tUheP-47HngHrYTuV6Pa8Awi-tyisLudh7jzn46r3Mes2gYA3TxixmqSZEqObpDlMilpBJb8tBYvvczsJnQlR5jNW3hshIvjWBoiDsSo1ufOKHrb2ukdRXG9oQZew-IQmvw6rDABvt5QoQ2OZbNNey94AzNrCqzOSJNf6rlGf9O9jGoZlA/s2275/Screenshot%202023-12-01%20103040.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1278" data-original-width="2275" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbRR2XAVRX7tUheP-47HngHrYTuV6Pa8Awi-tyisLudh7jzn46r3Mes2gYA3TxixmqSZEqObpDlMilpBJb8tBYvvczsJnQlR5jNW3hshIvjWBoiDsSo1ufOKHrb2ukdRXG9oQZew-IQmvw6rDABvt5QoQ2OZbNNey94AzNrCqzOSJNf6rlGf9O9jGoZlA/s320/Screenshot%202023-12-01%20103040.png" width="320" /></a></div><div style="text-align: center;"><span style="font-size: xx-small;">The same inventory as the other two screenshots, only now it is sorted.</span></div><p></p><p>The inventory will colour any items red that the Brigand being viewed cannot use, and mousing over these items will show which character classes can use those items. An additional feature to assist with large scale inventory management is the sort option, which when clicked will put all items into order by type, subtype and grade. So for example all helmets will be kept together, but the best grades will go to the top of the set. For weapons it is a little bit more complicated; all melee items by grade, all reach items by grade, then all thrown items by grade and finally all ranged items (like bows) by grade. Un-readying an item, or finding new ones while exploring, always by default puts them to the top of the available items list, which makes finding these items very easy.</p><div class="blogger-post-footer"><script type="text/javascript"><!--
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</script></div>Pete Kinghttp://www.blogger.com/profile/03438651595079082035noreply@blogger.com0tag:blogger.com,1999:blog-3950843830534268483.post-86261923649822355492016-08-19T02:05:00.000-07:002016-08-19T02:05:30.534-07:00The Dungeons of Castle MadnessFirst person gridders, a type of dungeon crawler, are some of the most fun we at Third Impression have ever had while playing RPG's. The sense of exploration in the levels is really unmatched - you can even get lost! However, where they tend to fall down is in combat, which often becomes tedious and very slow as just a couple of enemies, or possibly even just one single foe, has to be worn down through many attacks before it finally gives up the ghost. I set out to solve that problem with the Dungeons of Castle Madness and create something, while inspired by games from the past, was a little more unique than many of the 'clones' currently on the market. Read on to find out more.<br /><br />The Dungeons of Castle Madness brings fast paced combat to the table of first person dungeon crawlers by taking a tip from very old classic RPG's such as the original The Pool of Radiance or The Bard's Tale. These very old games would switch out to a different engine to handle combat. In the Pool of Radiance it was an isometric strategy turn based engine and in the original Bard's Tale it was a purely text based one. In both cases the number of foes in battles could go through the roof because the fights were not being handled in the first person mode. Taking a trick from these classics, the Dungeons of Castle Madness switches out to a different engine for its fights. Here I use a top down, fast paced, adrenalin fuelled battle engine. Suddenly positioning becomes important, area effect spells become highly useful and the number of foes faced can now ramp back up to where it should be for an epic RPG!<br /><br />So how does it work? Enemies move around the dungeons just like in regular first person gridders such as the Legend of Grimrock or the venerable Dungeon Master. When the player moves onto a foe's square, similar to in the Pool of Radiance, this will trigger a battle and put the enemies at a disadvantage, essentially out in front of the player. If an enemy moves onto the player's square then the player has been ambushed and the player is now at a disadvantage and becomes surrounded by the foe. The exploration shows a single foe but almost always the enemy explode out into groups of varying sizes, while the enemy shown while exploring gives a general idea of what to expect in the fight. For example, seeing a skeleton means there will be skeletons in the enemy group and likely to be other undead as well. This lets the player prepare for the fight through item and spell selection if necessary (e.g. preparing the holy light spell which damages all forms of undead if active).<br />
<br />
<a href="http://store.steampowered.com/app/506840/">Available now</a><div class="blogger-post-footer"><script type="text/javascript"><!--
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Work continues at a steady pace on the development of Blood Rune. Here are the highlights:<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*Chasm<br />
A new dungeon location that can be found is the chasm. A strong wind blows the poor player towards his doom in this area...<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*Valhalla Rating<br />
All
play throughs are now accompanied by a detailed breakdown of what the
player did and this is scored up as his or her 'Valhalla Rating'.
Contributing factors are all shown on the game over/won game screen and
include how many rooms were explored, damage inflicted, damage taken and
so forth. If the Valhalla Rating is pitiful, the game laughs and jeers
at the player!<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*New spell effects<br />
I
just wasn't happy with the existing spell effects (which were a bit
weak in my opinion). They were adequate for the competition version of
the game where time was tight and the whole engine was being built from
scratch in just three weeks. Since then I have had more time to really
redo these effects and add punch. The black hole spell has got a new
almost full screen effect while the Boom spell is far more immediate and
satisfying.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7967957-818635/bloodrune9.jpg"><img alt="bloodrune9.jpg" class="jive-image image-1" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7967957-818635/900-675/bloodrune9.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
*Slimes<br />
Evil
slimes now populate the dungeons. They subdivide into more slimes
either as time progresses or when struck by the player. The slimes are a
hazard and they can eat the player! These are inspired by the gooey
blob from the original Chaos game which I remember fondly from the
1980s.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*Transmutation spell<br />
Turn
unwanted equipment into gemstones with this spell. Be careful though,
at low ranks you may just get dust back. Good to use on wrecked armour.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7967957-818654/bloodrune10.jpg"><img alt="bloodrune10.jpg" class="jive-image image-2" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7967957-818654/900-675/bloodrune10.jpg" style="height: 465px; width: 620px;" width="900" /></a></div>
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For the competition, the tight
timescale meant that BloodRune had just four spells in it. These were
Stormforce (a mass lightning zapper), Heal Shield (a health regenerator
over time effect), Black Hole (sucks enemies into it and eats them) and
Boom (big area effect blast). It may not sound like a lot but it did
cover a lot of ground, especially when you consider that for the
competition the game only had to provide an hours gameplay. Spells are
also ranked from 1-12 which determines the relative power levels and so
really there are 4*12=48 different spell scrolls to find. Spells are
learned from scrolls and go into a spell book that can hold up to 9
different spell variations. Since the competition two more spells have
been added:<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
* Bolt<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7926066-812591/bloodrune8.jpg"><img alt="bloodrune8.jpg" class="jive-image image-1" height="674" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7926066-812591/900-674/bloodrune8.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
Bolt
fires a magical bolt out, initially forwards and is a low cost and
fairly low damaging spell (per bolt). At higher ranks more bolts fan out
around the player on casting until at rank 12 you get what you see in
the screenshot. Bolt is particularly effective against multiple enemies
and at later ranks, when surrounded. It also allows the player to put
distance between himself and the enemy and maintain it if the player is
fast enough and uses the run option (mapped to the shift key).<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*Light<br />
This
replicates the effect of holding the torch in the offhand, without
having to do that, freeing the offhand up for a shield or to be used
with a two handed weapon. Higher ranks mean that the duration of the
spell improves. Another way to improve the duration of the spell is to
level up the hero's mana. This applies to the Heal Shield spell too.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
*Black hole<br />
Since
the compeition version, the black hole has been upgraded to also
swallow items. This is generally not good for the player but helps to
balance out a powerful, potentially room clearing, spell.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
There will be more spells to come in Blood Rune as the development continues.</div>
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Since the initial entry into the competition, development on Blood Rune as a full game has continued at a good pace.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
Some of the new features in my local build, which cannot be found in the competition entry, are:<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7918060-811568/bloodrune4.jpg"><img alt="bloodrune4.jpg" class="jive-image image-1" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7918060-811568/900-675/bloodrune4.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
*
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.<br />
* 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.<br />
* Skeletons gain damage resistance to weapons, taking only half damage from strikes.<br />
*
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.<br />
* 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.<br />
*
Helms. These protect against critical hits, reducing their damage to
normal levels and losing a point of durability in the process (until
wrecked).<br />
* 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.<br />
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7918060-811570/bloodrune6.jpg"><img alt="bloodrune6.jpg" class="jive-image image-3" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7918060-811570/900-675/bloodrune6.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
*
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.<br />
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7918060-811569/bloodrune5.jpg"><img alt="bloodrune5.jpg" class="jive-image image-2" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7918060-811569/900-675/bloodrune5.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
When a torch is not used, the light radius is a medium level in rooms and a short level in passages.<br />
<a href="https://forums.adobe.com/servlet/JiveServlet/showImage/2-7918060-811571/bloodrune7.jpg"><img alt="bloodrune7.jpg" class="jive-image image-4" height="675" src="https://forums.adobe.com/servlet/JiveServlet/downloadImage/2-7918060-811571/900-675/bloodrune7.jpg" style="height: 465px; width: 620px;" width="900" /></a><br />
*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.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
More information to come - I have added more than this but I think this will do for one post.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
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.<br />
<div style="min-height: 8pt; padding: 0px;">
<br /></div>
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.</div>
<span class="js-acclaim-container acclaim-container acclaim-like-container j-disabled" data-can-like="false" data-likes="0" data-ratingtype="like" data-type="small">
<span>
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</span></span></span><br /><div class="blogger-post-footer"><script type="text/javascript"><!--
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Blood
Rune has been reinvented as an action RPG for the 2015 Indie Game Maker
contest after three weeks of intensive development effort.<br />
<br />
If you would like to download and try it, please use the following link:<br />
<a href="http://contest.gamedevfort.com/submission/528#.VdhV1ZcjlIM" target="_blank">http://contest.gamedevfort.com/submission/528#.VdhV1ZcjlIM</a><br />
<br />
Please
bear in mind that this was created in only a few weeks for the
competition. If you happen to like it, please create an account on the
site and vote for the game. There is a people's choice award that is
based on these votes and a cash prize attached, if I get some votes I
may stand a chance of winning that and thereby getting some funds
together to continue the development of the game.<br />
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creates one hero, then soon after three more and is joined later by up two
companions during the adventure. The role-playing system itself is
name-based, where a character's name part determines his or her fate, and
the system utilises multiple character classes and skills. There are five
spell casting classes and all of which are available from the start,
including the Necromancer."<br />
<br />
Please back my kickstarter to create an SSI like game (think Pool of Radiance) on the computer: <br />
<a href="https://www.kickstarter.com/projects/552978902/blood-rune-party-based-rpg-adventure">https://www.kickstarter.com/projects/552978902/blood-rune-party-based-rpg-adventure</a><br />
<br />
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<b>Angel of Valor Legionnaire</b></div>
<div class="MsoNormal">
<b>Armour Class </b>:5 (chainmail)</div>
<div class="MsoNormal">
<b>Hid Dice</b>: 1/2 (1-4 hp) </div>
<div class="MsoNormal">
<b>Move</b>: 120’ (40’)</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Flying: 180’ (60’)</div>
<div class="MsoNormal">
<b>Attacks</b>:1 Two handed sword (d10)</div>
<div class="MsoNormal">
<b>No. Appearing</b>: d6 (4d6)</div>
<div class="MsoNormal">
<b>Save as</b>: C1</div>
<div class="MsoNormal">
<b>Morale</b>:8</div>
<div class="MsoNormal">
<b>Treasure Type</b>: N/A </div>
<div class="MsoNormal">
<b>Alignment</b>:Lawful</div>
<div class="MsoNormal">
<b>Xp Value</b>:7</div>
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<br />
New Spells:<br />
<br />
<b>Level 1...</b><br />
Eldritch Blast<br />
Each memorisation allows for 4 castings. Eldritch blast is a ranged magical attack launched from the Magic User that inflicts 1d3 magical damage per strike. It has the same range as a sling and must be aimed as it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.<br />
<br />
<b>Level 2...</b><br />
Elemental Blast (fire)<br />
Each memorisation allows for 4 castings. Elemental blast is a ranged magical damage attack launched from the Magic User that inflicts 1d4+2 fire damage per strike. It has the same range as a sling and must be aimed as
it can miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.<br />
<br />
Elemental Blast (ice)<br />
Each memorisation allows for 4 castings. Elemental
blast is a ranged magical damage attack launched from the Magic User
that inflicts 1d4+2 cold damage per strike. It has the same range as a
sling and must be aimed as
it can miss its target. For the Magic User this means he must make a
ranged attack, modified by Dex, to hit.<br />
<br />
Elemental Blast (acid)<br />
Each memorisation allows for 4 castings. Elemental
blast is a ranged magical damage attack launched from the Magic User
that inflicts 1d4+2 acid damage per strike. It has the same range as a
sling and must be aimed as
it can miss its target. For the Magic User this means he must make a
ranged attack, modified by Dex, to hit.<br />
<br />
<b>Level 3...</b><br />
Enhanced Eldritch Blast<br />
Each memorisation
allows for 4 castings. Eldritch blast is a ranged magical attack
launched from the Magic User that inflicts 1d6 + 3 magical damage per
strike. It has the same range as a sling and must be aimed as it can
miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.<br />
<br />
<b>Level 4...</b><br />
Enhanced Elemental Blast (fire)<br />
Each memorisation allows for 4 castings. Elemental
blast is a ranged magical damage attack launched from the Magic User
that inflicts 1d8+4 fire damage per strike. It has the same range as a
sling and must be aimed as
it can miss its target. For the Magic User this means he must make a
ranged attack, modified by Dex, to hit.<br />
<br />
Enhanced Elemental Blast (ice)<br />
Each memorisation allows for 4 castings. Elemental
blast is a ranged magical damage attack launched from the Magic User
that inflicts 1d8+4 cold damage per strike. It has the same range as a
sling and must be aimed as
it can miss its target. For the Magic User this means he must make a
ranged attack, modified by Dex, to hit.<br />
<br />
Enhanced Elemental Blast (acid)<br />
Each memorisation allows for 4 castings. Elemental
blast is a ranged magical damage attack launched from the Magic User
that inflicts 1d8+4 acid damage per strike. It has the same range as a
sling and must be aimed as
it can miss its target. For the Magic User this means he must make a
ranged attack, modified by Dex, to hit.<br />
<br />
<b>Level 5...</b><br />
Supreme Eldritch Blast<br />
Each memorisation
allows for 4 castings. Eldritch blast is a ranged magical attack
launched from the Magic User that inflicts 1d10 + 5 magical damage per
strike. It has the same range as a sling and must be aimed as it can
miss its target. For the Magic User this means he must make a ranged attack, modified by Dex, to hit.<br />
<br />
<br />
It is recommended that any player who wishes to play a warlock type magic user has these spells given to him in his starting spell book and that they are not otherwise found during play. Alternatively, they may be found in the spell book of an NPC warlock magic user.<div class="blogger-post-footer"><script type="text/javascript"><!--
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</script></div>Pete Kinghttp://www.blogger.com/profile/03438651595079082035noreply@blogger.com0tag:blogger.com,1999:blog-3950843830534268483.post-18378660804813181012015-02-23T12:40:00.001-08:002015-02-23T12:40:46.957-08:00Adult Gray Dragon - 4e Savage Encounters DDM conversion to BECMI / Labyrinth Lord / Basic<div class="MsoNormal">
<b>Adult Gray Dragon</b></div>
<div class="MsoNormal">
<b>Armour Class </b>:1</div>
<div class="MsoNormal">
<b>Hid Dice</b>: 10 *** (L)</div>
<div class="MsoNormal">
<b>Move</b>: 120’ (40’)</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Flying: 300’ (100’)</div>
<div class="MsoNormal">
<b>Attacks</b>:</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Ground: 2 claws /
1bite</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Air: Up to 6</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Damage: 2d10-1
(bite/crush) or d6+1 (claw/kick/wing/tail)</div>
<div class="MsoNormal">
Breath cone: 85x15’</div>
<div class="MsoNormal">
Breath type: <span style="mso-spacerun: yes;"></span>Freezing acid (protection from cold or acid only protects against half the
damage, must protect against both heat and fire to be fully protected)</div>
<div class="MsoNormal">
<b>Fear gaze</b>: The creature’s gaze can <i>cause fear</i>. Any victim who meets the gaze may make a saving throw vs
spells to avoid the fear effect.</div>
<div class="MsoNormal">
<b>No. Appearing</b>: d3 (d3)</div>
<div class="MsoNormal">
<b>Save as</b>: F20</div>
<div class="MsoNormal">
<b>Chance of talking</b>: 45% </div>
<div class="MsoNormal">
<b>Chance of being asleep</b>: 15%</div>
<div class="MsoNormal">
<b>Morale</b>: 9</div>
<div class="MsoNormal">
<b>Treasure Type</b>: Hx2, I</div>
<div class="MsoNormal">
<b>Alignment</b>:Neutral</div>
<div class="MsoNormal">
<b>Xp Value</b>:975</div>
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<div class="MsoNormal">
<b>Adult Purple Dragon</b></div>
<div class="MsoNormal">
<b>Armour Class </b>: -2</div>
<div class="MsoNormal">
<b>Hid Dice</b>: 14+1 *** (L)</div>
<div class="MsoNormal">
<b>Move</b>: 120’ (40’)</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Flying: 300’ (100’)</div>
<div class="MsoNormal">
<b>Attacks</b>:</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Ground: 2 claws /
1bite</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Air: Up to 6</div>
<div class="MsoNormal">
<span style="mso-spacerun: yes;"> </span>Damage: 3d8+5
(bite/crush) or 2d4+2 (claw/kick/wing/tail)</div>
<div class="MsoNormal">
Breath cone: 150x15’</div>
<div class="MsoNormal">
Breath type: <span style="mso-spacerun: yes;"> </span>Superhot
lightning (protection from lighting or fire only protects against half the
damage, must protect against both heat and fire to be fully protected)</div>
<div class="MsoNormal">
<b>Charm gaze</b>: The creature’s gaze can <i style="mso-bidi-font-style: normal;">charm</i>. Any victim who meets the gaze may make a saving throw vs
spells to avoid the charm.</div>
<div class="MsoNormal">
<b>No. Appearing</b>: d3 (d3)</div>
<div class="MsoNormal">
<b>Save as</b>: F28</div>
<div class="MsoNormal">
<b>Chance of talking</b>: 45% </div>
<div class="MsoNormal">
<b>Chance of being asleep</b>: 15%</div>
<div class="MsoNormal">
<b>Morale</b>: 9</div>
<div class="MsoNormal">
<b>Treasure Type</b>: Hx2, I</div>
<div class="MsoNormal">
<b>Alignment</b>: Chaotic</div>
<div class="MsoNormal">
<b>Xp Value</b>: 4,800</div>
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