SCALYTANK'S PROFILE
Scalytank
462
Greetings!
I'm Scalytank, a game developer from Hungary. I'm highly skilled procrastinator. I also try and work on some projects in libgdx when I find my inner strength for them :D I also like rpg and tactical games... (I may create one, in the distant future... or not...)
I'm Scalytank, a game developer from Hungary. I'm highly skilled procrastinator. I also try and work on some projects in libgdx when I find my inner strength for them :D I also like rpg and tactical games... (I may create one, in the distant future... or not...)
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Hello, everybody~
Blood Haze: Reborn
This game is awesome! This is one of the games I want to play, and finish. I had a strong fear about random encounters, but soon i realized, that you handle encounters, as vandering events on map (This is the "method" I prefer)
I am no fan of the standard final fantasy like battle system, but I like your battle system very much. The use of weaknesses on enemies force me to NOT spam any ability, and use more strategy.
I am no fan of the standard final fantasy like battle system, but I like your battle system very much. The use of weaknesses on enemies force me to NOT spam any ability, and use more strategy.
Monsters, stats, damage and balance. A game of numbers.
These were our formulas for damage and other things (note, that this is actually for a real time system):
We had 3 stats, Strenght, Agility and Willpower. The average base was 12 for each. Average base health was 40.
Damage: weapon_base+((str-10)*weapon_coefficient)
Weapon base was 4-8 for a regular sword, with 1.0 coefficient.
The final damage was this damage above - armor rating. Armor rating was entirely from armor, and if you had a shield, and you hold down the block key, that value was added to the armor rating, but only for attacks you face directly. Armor rating was an integer value.
Ranged weapons used to calculate damage from agiity, and spells also, in the same fashion, from willpower.
all resistances was percent based.
On each level up, you can distribute one stat point, or +5 health, or mana. This system was really good for us. Of course, in abs, there are much more factor here, like positioning, manual dodge... we kept a regular enemy to be around 5 hits to kill.
We had 3 stats, Strenght, Agility and Willpower. The average base was 12 for each. Average base health was 40.
Damage: weapon_base+((str-10)*weapon_coefficient)
Weapon base was 4-8 for a regular sword, with 1.0 coefficient.
The final damage was this damage above - armor rating. Armor rating was entirely from armor, and if you had a shield, and you hold down the block key, that value was added to the armor rating, but only for attacks you face directly. Armor rating was an integer value.
Ranged weapons used to calculate damage from agiity, and spells also, in the same fashion, from willpower.
all resistances was percent based.
On each level up, you can distribute one stat point, or +5 health, or mana. This system was really good for us. Of course, in abs, there are much more factor here, like positioning, manual dodge... we kept a regular enemy to be around 5 hits to kill.
Visengard_en.jpg
I see some Skyrim influence here :D
The projects name, this map, Visengard (the final mission takes place at Sovngarde, in skyrim:D)
However, I really like this design also ^^
The projects name, this map, Visengard (the final mission takes place at Sovngarde, in skyrim:D)
However, I really like this design also ^^
Monsters, stats, damage and balance. A game of numbers.
" until I have some starting points done on the database. "
You mentioned the "database" word two times in your first post. So in this topic, i think, that the engine question matters.
You mentioned the "database" word two times in your first post. So in this topic, i think, that the engine question matters.
TheyCome_Menu.png
Why rm2k3 is terrible for action games
author=Rave
Scalytank, is it for download anywhere? I'd like to play it.
I couldn't find any download for it :/ but looks really impressive, and fun, for this kind of game.













