Jan 21 2016, 3:21 pm
In response to Bravo1
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Did you like the ideas i sent you :D??
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In response to Kumorii
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Kumorii wrote:
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Recent additions to [REDACTED] include:
-Enemies can now move barricades. -Three new weapons for a current total of four. -New weapons can be gotten via lootdrops now. -Picking up a new weapon drops the old one in its place. -Players can now interact with the environment. |
In response to Kumorii
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Kumorii wrote:
savage |
In response to Kumorii
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LOL
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In response to Doohl
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A lvl 9 with 85 points? I call hax.
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In response to Doohl
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Doohl wrote:
doohl i was looking on steam and it seems like your game is so similar to http://store.steampowered.com/app/269770/ with the exception of your game is more geared towards mmorpg, good progress i feel like your game has gotten way better over the last few months. im digging the fall colors reminds me of Legend of Zelda gba |
@Ghost of ET: That's for testing purposes. You get a secondary point every level, and the four secondary stats are capped to 15. Our level cap for the open beta will be 40. Weapon type effectiveness increases over time and cannot be increased with points.
Also, looking at that screenshot, I'm realizing that my wording for influence is misleading. One point of influence increases an item with a drop rate of 10% to 10.5%, for example, but that seems to imply it'd be 5%? Or does it read okay? I'm not sure what to reword it to so that's clearer... @Sinnon: Yeah, I really liked how SoG handled their menus so you're probably seeing similarities there, even if ours are a good deal clunkier... That and both games are 2D action RPGs, with ours being an MORPG. |
In response to Pixel Realms
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Pixel Realms wrote:
@Ghost of ET: That's for testing purposes. You get a secondary point every level, and the four secondary stats are capped to 15. Our level cap for the open beta will be 40. Weapon type effectiveness increases over time and cannot be increased with points. When will beta be released? |
Our main hurdle at the moment is the webclient's performance, but that seems like it'll be resolved when the resources are preloaded: http://www.byond.com/ forum/?post=1917533&page=4#comment17895162
Other than waiting on that, I'm not too sure. In terms of content, we have about ~150 quests (a good amount of which aren't your typical kill/gather/talk to), 21 boss fights, 11 dungeons, ~300 items, which is less than what I want but the majority of our time has went elsewhere. We have pretty much standard MORPG feature, though some need to be refined/polished (such as our guild system and conquerable territories). I'd estimate around 1400 man-hours have been put into this so far, probably more. Our pace has not changed much in the past year. We make consistent progress almost every single day, with Doohl in particular being an absolute champion (and I really hope the game pays off so he gets what he deserves). All I can say is that we're not ready for a beta in the moment but we nonetheless have a lot of cool things that we could show off, and we'll continue to move towards open testing. When the webclient is ready and we're good to go, I hope we get a lot of decent feedback from you guys and can then work on the game for our Steam release. |
In response to Kozuma3
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Kozuma3 wrote:
Kumo motivated me yesterday so I made dis what is this exactly xD? |
In response to Vegeta ssjj2
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Vegeta ssjj2 wrote:
what is this exactly xD? You have to avoid the zombie stoners while you deliver pizza. |
In response to Pixel Realms
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.5!
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In response to Kozuma3
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Kozuma3 wrote:
Vegeta ssjj2 wrote: Wouldn't you just have to avoid regular stoners while delivering pizza? |
In response to Bravo1
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zombie stoners are more intense.
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