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B0rsuk's Studio

Sun, 14 Sep 2003 11:26:19

mago

-Working Hammer: I checked it and it looks great, reminds me of the Thor's Mjolnir, from the goo'ol comics. Keep the good work. There's one error, though: when you use the Smudge tool, you have to be careful not to spread the color outside the sprite, because the exterior color must be in ONE tone only. If you alter them even if just a bit, the partly blue pixels will appear in the game as belonging to the sprite. This can easily be erased (by painting with the mentioned color with the brush in size 1 or 2). Overall, great work!;)
Sun, 14 Sep 2003 12:31:18

B0rsuk

I know. I said it could use some editing. 0 255 255 (cyan) is used for alhpa, right ? I'm going to do small set of non-magical weapons - hammer, axe, mace for ettin , perhaps sword and bow. Bow could obscure too much screen, so I'm not sure. I also have some ideas for Assasin class (heavy sniper crossbow, poisoned dagger, traps...), but I guess it will have to wait. There's no spear in Hexen, but how to draw such thing ?
Sun, 14 Sep 2003 13:50:06

Ichor

The best way would be if the player was holding it up similar to the Amazon holds a javelin in Diablo 2, with the tip pointing down toward the center of the screen. When attacking, it would be in a throwing motion similar to the Timon's Axe, but instead of following through like a chop, it would be a stabbing motion. Now, if you wanted to use something like a halberd or even a scythe, it would be similar to the Quietus sword, but with a much greater range, but a little slower because of their sizes.
Sun, 14 Sep 2003 16:26:05

B0rsuk

Hmm what about adding extra weapon moves ?? Gauntlets have normal and critical hits (and soon are going to have left-handed punches, sprites are in my dir). Thrusting animation for Quietus would be nice.
Sun, 14 Sep 2003 22:45:06

Firebrand

Hey B0surk, great job! I like a lot the work you made with the stone Wendigo, it looks entirely different with the new colors, I'm actually working on some kind of spear, if you want you can upload your spear ideas and we can make them some changes and have two different spears (one for the Cleric another for the Fighter or the Mage).
Sun, 14 Sep 2003 23:16:29

RambOrc

I'd like to remind you once again that the Mage won't be able to use any weapons at all. He'll have his staff and his hands and they'll do everything (if you look at the original Mage weapons of Hexen in this light, you'll see it was pretty much this way already back there). The Mage won't be able to use weapons but will be able to study and cast spells. The Fighter won't be able to study or cast any spells but will be able to use weapons. The Cleric will have a bit of both.
Sun, 14 Sep 2003 23:18:29

Ichor

Although the Bloodscourge was another staff weapon.
Mon, 15 Sep 2003 14:45:59

RambOrc

My point is that it could be one single staff doing both things (and a lot more). In some RPGs, you can put a score of enchantments on a Mage's staff and charge it with spells.
Mon, 15 Sep 2003 15:52:07

Ichor

Maybe you could have more than one staff. The Sapphire Wand is...well, a wand. It should have a limit to it's power and spells it could use. For more powerful magic, you'd need something more powerful, like a large staff (which, if used as a melee weapon, would have a greater range). The Bloodscourge or something like it would be needed to use the most powerful spells. Any of the weapons can also be enchanted to cause elemental melee damage (stronger than normal melee damage, but weaker than the spells it uses).
Mon, 15 Sep 2003 16:16:08

RambOrc

Sure there will be more than one staff in the game - but the Mage will have to decide for one, the rest would have to be in the backpack and not available for immediate use. I plan the whole staff/spell system to be quite different from that of KMOD (I'm not yet fully done with the concept, if it's so far I'll integrate it into the desgin guide). Oh yes and the staff is also a melee weapon in one (i.e. bash someone over the head with it), so the Mage will have combat use for Strength this time too.
Mon, 15 Sep 2003 17:37:56

mago

I get iy, something like Betrayal in Antara. It was an interesting concept. One other way to make the Mage's player choose to have decent strenght could be to create powerful magic staffs that need body contact to release the spell (like an electric touch, etc.). The magic would deal most of the damage, but the impact itself could also help killing that monster in one attack only and save the next "charge" for later.
Mon, 15 Sep 2003 19:18:14

B0rsuk

I think every class, even Mage, should be able to use (poisoned) daggers. Stone Wendigo was very easy to do. I removed icicles (pencil and smudge), and used "bucket fill" with threshold 256, mode overlay, pattern source... pattern used was Chocolate Swirl :-). So it was some editing, and 1 click for color. To encourage Strenght usage as mage, there should be some spells which require melee contact. Electric Charge spell (Anyone who played Nox can skip spell description). When cast, mage is electrified for loong time. First enemy hitting mage in melee (or hit by mage) receives 50+ damage. After discharge, spell ends. Lighting Amulet When player makes no physical contact with other beings for 10 seconds, he becomes charged, as with Electric Charge spell. (charge power would probably have to be toned down). By the way, I strongly suggest that mage should have 10-20 more hit points. To balance this out, no invulnerability spell should be easily accessible (expensive in mana). If removing gamebreaker spell isn't enough to compensate, disadventages from having low vitality may be increased ( mean more disturbing flashes ) Ah, about spear ideas , there isn't really much to think about. Longest range, good power, but very poor rate of fire to compensate. (and swing should take some time, we don't want to see everyone using spears over and over). Ocassionaly spear may be stuck in an enemy (slower reload, perhaps more damage), simlar to 3rd punches. Another idea: melee weapons deflected by shield could take 1 more second to reload. Not sure how it would affect gameplay, but fighter would be more cautious when facing centaurs. It might be good feature for multiplayer, but I guess this kind of things will have to wait until Korax Arena.
Mon, 15 Sep 2003 21:44:27

RambOrc

[quote="mago":1o88akhm]I get iy, something like Betrayal in Antara. It was an interesting concept. I was more thinking of DSA where you can lay different enchantments on your staff that give it special abilities like being a light source (you don't need a torch any more), being able to be used as a rope etc. Mana needed to cast spells also goes down AFAIR.
Thu, 02 Oct 2003 12:53:50

B0rsuk

Just to make things clear: I have less time than I anticipated. I can't spend much time on the project, so please don't count on me too much. I've started studies AND I have to work 20 hours/week. My highest priority at the moment is the university...
Thu, 02 Oct 2003 19:27:23

mago

It's the same thing with me. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> Don't worry, everyone here has their real lives, just do what you think you can. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

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