Sounds like a good direction to go to. Does that mean you will take longer to add new characters into the game?
Improvement to the shop would be a good enhancement to the game. The important sorting criteria that I can think of are types of equipments (helmets, weapons etc), tiers, and prices. On prices, you'll have to consider what you consider cheap, medium and expensive; for me, anything above 15000 is expensive but I am not sure if that's what others have in mind too. Another possibility, which might be difficult to put in, is sorting through desired items traits such as AP, range, movements, and whatnot.
Finally picked this up. Love the dedication the Dev put into the previous. Well worth the price to me.
Both DR1 and DR2 are fantastic games, up to the smallest details, only the app icons don't do your games justice. Just a personal opinion, though.
Spot on. Yesterday I read some comments from a guy who practices European Martial Arts. He mentioned that "after half an hour in my (full heavy) helmet I feel like puking", and explained that it gets damn hot in there and that it's really hard to breathe in those helmets. Also a matter of climate. Heavy metal armor is NOT a good idea in hot regions (deserts like North Africa) or humid (and often hot!) ones like huge parts of India. Yep I don't mind at all, I'm a huge fan of Louis Royo for a reason. In his work, calling clothing mostly optional is an understatement. But... when he does other stuff, e.g. he did a few book covers for Shadowrun, the reasonable armour comes on. And that's my only gripe with the whole topic: That you hardly see anything else these days. It's all crazy over-the-top fantasy armor or wearing next to nothing. Having high hopes that you go against the grain with your Saxon-themed game. Rant over, back to playing I replaced my Ghoul with the Volcrate yesterday. And of course the poor sod bit the bullet right in round 1 of his first battle. Not the best of entries Need to keep him a bit more to the back until he gets tougher.
Indicator for "used all attacks"? Got another request: I suck at remembering who already attacked, so I have to cycle through my heroes quite a lot. Would it be possible to have an indicator that a hero used all attacks? The best one I can come up with is to change the color of the circle base from green to e.g. blue.
Not particularly ... maybe an extra half an hour or so. The great about the tool is that I'm not creating the character from scratch but instead I'm choosing a base human from an assortment and changing their features to turn them into elves, vampires, etc. and then adding sets of armour and clothing from a large library of pre-made components. It's actually quite fun and one of the 3D modellers that I partner with makes a lot of really cool clothing sets for this tool. Here's the new Vampire Knight in the game. The character model still needs to be optimized and I need to create her abilities. She wears dark red palte armour and carries a claymore. Due to her vampiric reflexes and strength she starts off with 2 attacks and 2 counter attacks, despite using a 2-handed weapon. She will definitely be one of the more dangerous fighters but keeping her alive will be hard as she is not anywhere near as resilient as the bigger fighters. Vampire Knigth Female WIP by Rajpreet Dhillon, on Flickr Her 2-handed sword animations are fantastic, by the way. She swings the claymore in wide sweeps and just looks really graceful doing it.
Nice ... congrats. You'll be moving into the next environment now and will also have unlocked the next set of patrol levels.
Agreed, I don't have a 2D artist so gotta get by with what I have. I think next game, I'll hire a contractor to make the app icon.
I didn't know who Louis Royo was so I checked out his work. Very nice ... I'd seen some of the pics before. He's like a mix between Borris Valejo and Simon Bisley. You'll like the upcoming Vampire Knight, she wears full, gothic plate armour. No cleavage or unrealistic proportions. Maybe try either the Feral Ogre in the upcoming update or wait for next week's patch to try the Vampire Knight. Either one should fit the fighter slot well for your team. The Feral Ogre is more of a damage sponge and the Vampire Knight is more fragile but harder hitting (and a wizard to boot).
The Vampire Knight gets top spot on my list of folks to try If you don't have all her moves planned out already, I'd like to suggest some historical techniques like Half-Swording (https://en.wikipedia.org/wiki/Half-sword), pommel/crossguard bashes (these I imagine to look really cool if she follows up with some bite-down to suck out their blood), grappling/kicking/elbow or fist smashing/etc (again, even better when followed with a healthy bite ). European swordfighting did incorporate a lot of grappling/wrestling-style techniques for when things got really close and personal. Oh, and maybe a lunge/charge that closes a few squares (1-2?) of distance before striking. Will she have one or two squares attack range? With a huge sword like a Claymore, I think 2 make more sense; but might make her too powerful on the other hand. On the third hand , it should be offset by her lower health and help a bit with keeping her alive.
Got another request: I suck at remembering who already attacked, so I have to cycle through my heroes quite a lot. Would it be possible to have an indicator that a hero used all attacks? The best one I can come up with is to change the color of the circle base from green to e.g. blue. brilliant idea!
I think one of the basic attacks is half sword action, though I could be wrong. The sword is long but she's quite small so I'm leaning towards 1 tile attack radius. She's also the kind of fighter that wants to be close so she can grab a weakened opponent for a neck bite so I'm not sure she would really need a 2 tile attack radius.
Hhmm, you got a good point with her wanting to be up close for bloodsucking. What would make sense then is that she can push a unit away, so she has time to suck her victim dry Oh, and of course really grab them with a successful grapple/bite attack so they can't run away before she had her fill, i.e. reduce their movement points to zero for a round or two.
Vampire Knight is pretty much done. Just need to optimize the 3D mesh a bit more and finalize her voice clips. Her abilities took longer to build and test because they are really complex. A lot of them have a lot of passive effects if successful and so forth. I think she'll be one of the most tactical / strategic characters to use. Vampire Knight WIP 3 by Rajpreet Dhillon, on Flickr Vampire Knight WIP 2 by Rajpreet Dhillon, on Flickr It probably makes sense for her to have a longer attack range since her sword is really long. I may do that but I'm just thinking she might be overpowered with 2 base attacks, 2 counter attacks, good damage, and attack range 2. I suppose I could balance it by reducing her life a little more but not sure. Her abilities are: 1 - Bite enemies to regain health and drain their life / action points. 2 - Teleport using her magic into an empty tile and gain an extra attack *** 3 - Dark energy missile attack that does area effect damage and prevents victims from using skills for 3 turns. *** 4 - Self buff to increase dodge speed, attacks and attack damage. 5 - Red Mist - makes a cloud of black / red fog around the vampire that debuffs all hostiles within 7 tile radius (reduce hit chance, reduced counter attacks, and no ability to perform skills) *** 6 - Vampiric Gift - vampire bites an ally giving them vampire powers for the battle. The target gains a big boost to attacks, dodge skill, critical hit chance. The abilities with a *** also hurt the vampire for using them. These are blood magic and require both action points and the caster's life energy. Therefore, using these abilities a lot will hurt the vampire.