It's time for a little update I have modified some elements of combat, trying to make it a little more strategic. I've added the "fatigue" (attack the enemy in succession and use skill penalizes the player in the turn sequence) and the "defend" command (to boost DEF and recover some stamina).
There are 25 levels, 8 races and 8 classes with 6/8 skills each.
Now I have to buy another PRO year of GS and then publish the game
I've added more rules for combat, but maybe I should stop: D
I started with only three possible actions (attack, use skills, drink potions) and now I got to this ...
(Sorry for the bad English! I will ask someone to check the texts before publishing the game: P)
@Prisma_Comunicazione said:
I've added more rules for combat, but maybe I should stop: D
I started with only three possible actions (attack, use skills, drink potions) and now I got to this ...
(Sorry for the bad English! I will ask someone to check the texts before publishing the game: P)
The trick with variety in commands is to make sure that they are all useful in the game. If you have a bunch of commands, but only a couple are genuinely useful, or are clearly superior to others, then the unused ones shouldn't even be there.
So far it looks like the ones you have are good, although it depends on what "use skill" options there are (if the skill is a better version of a regular command, why would the player choose the regular one), and if the damage/accuracy tradeoff of the offensive actions always favor a particular attack type (e.g. if monsters are easy to hit, it may always be worth doing the extra damage).
Consider, however, that the rules are quite complex.
First, not all commands that you see are available for all classes. For example, a rogue can use the "precision attack" but not the "rage attack", as a barbarian can use this second attack style but not the first one.
These attacks and defenses are not skills, so do not use Skill Points. The advantage of the skills is that they are more powerful and they always hit (even the "precision attack" has a maximum rate of success of 90%), but you can use them only as long as you have SP.
Furthermore, to balance the use of every commands, each of them has a different consumption of stamina. For example, a Rage Attack would be very convenient in the example that you used to do (if the enemy is easy to hit) ... but it consumes three times more stamina than a normal attack, then it can become counterproductive if used exclusively.
By stamina depends fatigue, which affects the turn order: even if the combat is 1v1, the sequence is not necessarily "one by one". Indeed, a very fast character that handles well his stamina can attack even 4/5 times in a row. Or you can choose to attack with all your strength trying to kill the opponent before you run out of stamina.
I tried to add more options to suit different types of combat...
@BlackCloakGS said:
This is a fantastic game. We are having fun at the office playing it. Any plans on bring it to any other platforms (FireTV or Macintosh)?
Thank you
I'm thinking of a version to play with the pad, but currently it's only a vague project, so I don't know if I ever bring Karradash on other platforms
Comments
Looking good!
As someone whose second PC game ever bought was Wizardry, I approve of this game.
(1st game ever bought was The Prisoner)
@Prisma_Comunicazione Looks amazing, do you have a rough ETA on when it will be available on mobile?
Fortuna Infortuna Forti Una
Nice! Looking good!
Follow us: Twitter - Website
I played a lot of these games a long time ago. I would say try to make things a little quicker than the old ones were.
Thank you everybody
The game is done, but I'm currently fixing gameplay issues (mostly classes, skills and enemies).
I hope to publish the game on June.
It's time for a little update I have modified some elements of combat, trying to make it a little more strategic. I've added the "fatigue" (attack the enemy in succession and use skill penalizes the player in the turn sequence) and the "defend" command (to boost DEF and recover some stamina).
There are 25 levels, 8 races and 8 classes with 6/8 skills each.
Now I have to buy another PRO year of GS and then publish the game
niccccee
My Apps
https://itunes.apple.com/de/artist/david-zobrist/id733552276
https://play.google.com/store/apps/developer?id=David+Zobrist&hl=de
Sounds great!
thank you
Character creation:
This is looking really good!
Love the little touches - like the loading sound effects with the floppy disc image!
Thank you. I've actually recorded my amiga 500 floppy drive for that sfx
I've added more rules for combat, but maybe I should stop: D
I started with only three possible actions (attack, use skills, drink potions) and now I got to this ...
(Sorry for the bad English! I will ask someone to check the texts before publishing the game: P)
The trick with variety in commands is to make sure that they are all useful in the game. If you have a bunch of commands, but only a couple are genuinely useful, or are clearly superior to others, then the unused ones shouldn't even be there.
So far it looks like the ones you have are good, although it depends on what "use skill" options there are (if the skill is a better version of a regular command, why would the player choose the regular one), and if the damage/accuracy tradeoff of the offensive actions always favor a particular attack type (e.g. if monsters are easy to hit, it may always be worth doing the extra damage).
Excellent analysis, thank you @stevej
Consider, however, that the rules are quite complex.
First, not all commands that you see are available for all classes. For example, a rogue can use the "precision attack" but not the "rage attack", as a barbarian can use this second attack style but not the first one.
These attacks and defenses are not skills, so do not use Skill Points. The advantage of the skills is that they are more powerful and they always hit (even the "precision attack" has a maximum rate of success of 90%), but you can use them only as long as you have SP.
Furthermore, to balance the use of every commands, each of them has a different consumption of stamina. For example, a Rage Attack would be very convenient in the example that you used to do (if the enemy is easy to hit) ... but it consumes three times more stamina than a normal attack, then it can become counterproductive if used exclusively.
By stamina depends fatigue, which affects the turn order: even if the combat is 1v1, the sequence is not necessarily "one by one". Indeed, a very fast character that handles well his stamina can attack even 4/5 times in a row. Or you can choose to attack with all your strength trying to kill the opponent before you run out of stamina.
I tried to add more options to suit different types of combat...
Fabulous. Simply Fabulous.
UPDATE:
"Mazes of Karradash" will be available for iOS and Android on July 27
Here it is:
iOS: https://itunes.apple.com/us/app/mazes-of-karradash/id1003743244
Android: https://play.google.com/store/apps/details?id=com.prismacomunicazione.karradash
Let me know if you try it and give me some feedback
thanks
@Prisma_Comunicazione
Looking great! Good luck with it!
Mental Donkey Games
Website - Facebook - Twitter
@NipaDidIt
thank you!
Screw bat swarms.
ahahah
Congrats, looks fantastic!
thank you
Someone else tried it? Let me know your opinion
This is a fantastic game. We are having fun at the office playing it. Any plans on bring it to any other platforms (FireTV or Macintosh)?
FYI: This game is freakin' amazing. I encourage everyone to give it a shot. Nice work.
Thank you
I'm thinking of a version to play with the pad, but currently it's only a vague project, so I don't know if I ever bring Karradash on other platforms
A couple of Promo Codes available...someone interested?
Very nice game, I'm really enjoying it!