Just like Mannix said, you need to get into that room. Try to disturb that little pestering imp somehow. The answer might be in the house in one of the rooms. And btw, the thing with the "quickest way", can you explain that further. Maybe we can implement it as an alternative way ?
And Judith, the picture is great, we already adored it at work. It adds so much to illustrate the rooms
Yes, that is a very early testversion. Actually our first one too I wasn't really happy to take such an old version, but Arti wanted to post one, and this was the only finished test-version we had.
About the spelling, I'm sure Arti will correct my mistakes before the first version goes live
We are about to implement resist chances. ATM we have six different types of magic: Acid, Fire, Poison, Cold, Disease, Magic and now a seventh Mental (thanks ) Undeads could be 100% resistant to mental attacks, yes that is a good idea!
The spell system has progressed in a long way. There are more than 50 different things a spell can do already. Is it heal or heal over time, damage over time, mesmerize, charm (you can control a monster) or summon a creature to aid you, boost your damage output, etc....
You will be able to use scrolls with magical effects, because there won't be many spells in your repertoire at the beginning. Or Healtpotions even while walking around in the main-programm. And many more things, that are really funny to implement. Items and their stats affect your character, makes him stronger...
And good guess on the similarities to EQ1. I played it for some time and we wanted to make the round based system feel a bit like a real time combat system. I hope that was the right word That is why you have more than one attack round each turn. Makes your attack/riposte/dogde/parry values much more important. There will be monsters with more than only three attack rounds each turn.
It is fun to work on, but its a hell of a lot work, lol.
Ah, you got to know the "lose-sound", what does this tell us
Great that you kinda like it. As it was the first test version for Arti too, and I withheld it for quite a long time, I was kinda nervous somehow It is always easier to work on something that has a potential to begin with! There are a lot of things that will get integrated in the next days. Like rewards or character progression. AI is high on my list too. I want the monsters to kinda react upon what you are doing.
But of course we have to adjust the editor first, to be able to define items, skills, spells and monsters.
About the music and sounds. That is kinda tough for me. It is hard to find sounds that fit, are free to use and most of all are in a good quality. That few sounds took me endless hours to edit etc... eeek. And I'm not good at making music or sounds or drawing pictures. Last time I saw an elephant on youtube making pictures better than me
About the bug, haven't had that happen to me. Maybe we can investigate that later. I guess it is now time to fine tune the first version a bit.
*walks off, thinking a bit about flesh-eating plants that terrorize the lorehold, hmmmm *
I want to give you a quick overview of the upcoming changes of the santhworld-program:
We redesigned the parsing of what the user types in. There are now pre-defined keywords. All of them have synonyms. Every synonym links to its pre-defined keyword. E.g. speak. Synonymes are discuss, converse, discourse, chat, talk. The outcome is, that there will be very few cases in which we don't understand what you just typed in.
Your achieved score will grant you a special title. You can print it out and nail it right over your bed
You will be able to equip armor and weapons or turn on lantern. Simply, you can interact with your items. We can base conditions then to make quests more in depth.
In addition to all of that, there will be an all new battlesystem. Hopefully it will make quests, items and player progression much more interesting.
Features of the first version will be:
- Dynamically calculation of stats and attack values based on your equipment like: hit/miss/critical/block/riposte chances and mitigation
- Experience points, level up and point distribution.
- Skills/spells for player and monsters like: debuff/damage/mesmerization/healing
- Area of effect attacks, both based on range and amount of targets affected
- Useable items with effects like: healing/manarefresh/buffs
- Coordinate system for players and monsters. They move on an invisible chessboard, interesting for displaying the battle graphically later on.
- Range attacks with bows or slings
- Pictures and sounds for monsters and player
Actually we are pretty far with all of this but its still some work to do before this goes live. But keep an eye on this thread
I'm pretty sure this is not the right forum, but I just wanted to do a quick hello post. So, hello all, I arrived safe
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Artimidor said:
..he's just dealing with a certain part of the site (in this case Santhworld development), so he won't write entries and stuff.
Exactly, so all the fear was really unsubstantiated. Altough for some seconds I thought about little grinch monsters, they would be a perfect addition afterall