Jun 19 2016, 1:32 pm
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Being technically not technical reality doesm't exist therefore dimensions are not real. Thank you.
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In response to Akto
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Akto wrote:
Being technically not technical reality doesm't exist therefore dimensions are not real. Thank you. I never thought about it that way tbh. Very insightful. |
To be honest, I see all of you with these great games and great ideas, yet I never see you bring them out. For the sake of my friends and I, please, bring your fun PVP games to light. Thanks.
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In response to Ter13
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Ter13 wrote:
unless of course they're baked like in UE4, but that's not an option for 2D games). Dropping knawledge also side note UE4 is handling our project quite nicely. |
In response to EmpirezTeam
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EmpirezTeam wrote:
Akto wrote: If you wanna be ethical about it it's not fair that 2ds hold the extra d from 3ds hostage. |
Well then this derailed rather quickly...
With wards acting as our interpretation of ninja mages we've started implementing our second class; Rogues. Rogues will have a play style that is much more familiar and reminiscent to that of the classic ninja. Here's a lengthy gif. What's shown here is that rogues will be able to make use of a stealth mechanic. When stealthed you're pretty much invisible(duh?) When stealthed you're given a vision radius. When this perimeter is broken then you're no longer stealthed. If you use a skill that isn't specifically designated for being used while stealthy you break stealth automatically. The gif also shows one of the early iterations of rogue skills and an incomplete weapon sprite and some animations. So for those who were asking how the other classes would contend with the spell slinging ward class this is one of those options (Though you can still take damage while stealthed and wards still do have a heap of AOE techniques.. Oh boy.) |
I think the ultimate for that class should be an ability that impales targets in an AoE, damaging and slowing them while simultaneously granting the user a shield for each enemy hit.
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What's the benefit to stealth? Movement speed increase? Is it just an visual evasion tool? Does it lead to further combos?
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In response to Akto
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Akto wrote:
What's the benefit to stealth?Nobody can see you. :TrollFace: |
Its just a visual stealth though, I don't know if you have seen the wards abilities but they don't exactly need to know exactly where you are to roast you. That is why I asked if it was just a visual evasion tool. If it increase your ability to move around it would also increase your ability to dodge and reposition yourself.
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Oh, the way you worded your question was what was throwing me off. This is a very early iteration. Stealth will give you a speed bonus and there are techniques that can only be used in stealth.
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http://i.imgur.com/HzWobsQ.mp4
Had to go straight into mp4 with the length of this one. I'm thinking I'll need to improve the AI and speed for the Orb-looking enemies and increase the tracking speed of the turrets. Otherwise they're not too dangerous (and they should be). |
In response to Akto
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Akto wrote:
Its just a visual stealth though, I don't know if you have seen the wards abilities but they don't exactly need to know exactly where you are to roast you. I don't think the player can actually see you. I think they're alerted once they're within that circle, though. Ultimately, they still don't know your exact location. The reaction time has to be on-par with a ward user otherwise you can hit them hard if you catch them by surprise. I really like how they're dealing with the stealth mechanic. |
In response to Lavenblade
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I am hoping that is the case. Otherwise if the player can be seen by other players, then I would say that needs to be fixed.
Vision stuff can be a pain in BYOND, but hell if worst came to worse they could just make that circle of range be only visibly to the player and make the player have no graphic so the user can see the circle moving but the other players can't see a thing. Pretty weak work around though, so hopefully it's already got them invisible in some other better way. I do really love the classes so far, though. |
Ohhh the character is literally invisible. The reason theyre partly visible in the gif is to help the player keep track of thier chracter. I think itd be downright impossible for the player to navigate if they couldnt atleast partly see thier character.
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In response to Pixelcomet
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Pixelcomet wrote:
Ohhh the character is literally invisible. The reason theyre partly visible in the gif is to help the player keep track of thier chracter. I think itd be downright impossible for the player to navigate if they couldnt atleast partly see thier character. The way you guys did it is spot on. In fact, I think it's done extremely well. The radius around the character is really cool. |
In response to Bravo1
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Bravo1 wrote:
http://i.imgur.com/HzWobsQ.mp4 Turrets seem easily avoidable. |
Let me further explain, I was concerned about the fact that wards have such huge AoE abilities that firing in random directions would ultimatly find you your target. If you don't know the abilities I mean refer here:
http://www.byond.com/forum/?post=2089045 I've played the early version and it was a lot of button slapping and hoping to hit your target if they stopped for 2 seconds. This answered my question: Pixelcomet wrote: Oh, the way you worded your question was what was throwing me off. This is a very early iteration. Stealth will give you a speed bonus and there are techniques that can only be used in stealth.(I thought it was obvious that the stealth wouldn't just be some cheap alpha lowering) |
Don't forget about cooldowns, Wards still need em and we haven't added them in yet.
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In response to Ishuri
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Ishuri wrote:
Don't forget about cooldowns, Wards still need em and we haven't added them in yet. This. I saw in another post where he stated that. |