Kibbelz Posted June 22, 2016 Share Posted June 22, 2016 Combat Spells Dev Blog June 22nd 2016 News/Updates There are many parts to this update, mostly just finishing off combat to revolutionise the way the 2D online games interact between PvP and PvE. We suggest you familiarise yourself with the last combat update to catch up with our progress and be on the same page: Previous Combat Update! The first part of this update is mainly focused on casting spells and the many bonus properties such secondary AoE spells exploding on projectile collision to create some cool effects! To further this we also now have DoT (Damage over Time) and HoT (Heal over Time) spells fully implemented. Spell status effects such as target stun, snare, blind and silence have now also been added alongside the introduction of transformation spells and stealth spells! The next major part of this update focuses on the mobility of the player. Traditionally over the years, the only form of movement for a player was, well walking and in some instances running. With this update, we're proud to announce the release of dash spells, dashing off in a target direction. Dash spells can be assigned properties to ignore certain solid objects such as blocked tiles, enabling players to dash through walls (if you want to). Dash spells then lead to an easy introduction for slide tiles for cool mazes! With the introduction of dash spells, we further expanded on However, with just this we were not satisfied. We decided to also include grapple hook projectiles, which search for a solid tile (occupied via an entity or a blocked tile) and then pull the player in that direction. Projectiles can now be assigned to ignore certain solid states such as resources, entities and blocked tiles. A new attribute called grapple stone has been added to the map editor for more utility based projectiles for scaling up cliffs! However, even with this new form of movement interaction, we still were not satisfied! So we decided to make a blink spell where you can teleport to your target within range! We suggest keeping the range on this one small so players can't hop over many dungeon walls to NPC's to cut corners! Content/Show Off Stealth spell preview: Spoiler Dash spell preview Spoiler Spell detonation on projectile collision preview: Spoiler Blink spell preview: Spoiler Whats next? Introduction of blocking projectiles and basic attacks with shields facing in a target direction! As always, feel free to post comments and questions below! We are excited to hear your thoughts on our progress! George, Albireo85, jcsnider and 3 others 6 Link to comment Share on other sites More sharing options...
Ariel Posted June 22, 2016 Share Posted June 22, 2016 AMAZING!!!!!!!!!!!! GJ!! Link to comment Share on other sites More sharing options...
Kibbelz Posted June 22, 2016 Author Share Posted June 22, 2016 Thanks, quality on the videos are a bit bad but I hope you can see it all! Link to comment Share on other sites More sharing options...
jcsnider Posted June 22, 2016 Share Posted June 22, 2016 @Kasplant I see dashes...... Beefy Kasplant 1 Link to comment Share on other sites More sharing options...
Giligis Posted June 23, 2016 Share Posted June 23, 2016 Absolutely awesome!!! I love the stealth and dashes especially that's something that can really affect and impact 2D MORPG combat. This is a rather awesome update has a lot for users to play around with. Keep the updates coming, guys. Loving it, everything's coming together so nicely. Link to comment Share on other sites More sharing options...
Beefy Kasplant Posted June 23, 2016 Share Posted June 23, 2016 Imma let you finish. But this is the best dev blog of all time. OF ALL TIME! Im in heaven. Dashes are finally in!! jcsnider and Giligis 2 Link to comment Share on other sites More sharing options...
Python Panda Posted June 23, 2016 Share Posted June 23, 2016 This character is on fiah! Link to comment Share on other sites More sharing options...
Giligis Posted June 23, 2016 Share Posted June 23, 2016 Seriously, this update is on some shiz, great things added. That stealth ability is freaking awesome I haven't even really seen that in any Eclipse games. Link to comment Share on other sites More sharing options...
Vus Posted June 23, 2016 Share Posted June 23, 2016 Very nice, keep it up! Link to comment Share on other sites More sharing options...
Guest Posted June 24, 2016 Share Posted June 24, 2016 good work Link to comment Share on other sites More sharing options...
lurv Posted June 24, 2016 Share Posted June 24, 2016 Beautiful spells. Are you gonna focus on making normal combat functional, though? Using E to attack with a weapon doesn't seem to work. Rendering damage numbers on hit would be nice, too. Link to comment Share on other sites More sharing options...
jcsnider Posted June 24, 2016 Share Posted June 24, 2016 Absolutely. Here in the next few updates you will see combat open up more and more. Adding action messages or numbers/info messages around action to show you critical hits, damage inflicted/taken, etc is also a priority. It will take time but we will make sure we cover all of our bases Henry 1 Link to comment Share on other sites More sharing options...
lurv Posted June 24, 2016 Share Posted June 24, 2016 4 minutes ago, jcsnider said: Absolutely. Here in the next few updates you will see combat open up more and more. Adding action messages or numbers/info messages around action to show you critical hits, damage inflicted/taken, etc is also a priority. It will take time but we will make sure we cover all of our bases Amazing :-[) Another suggestion would be to add damage algorithms and such into the config file so people can modify it to scale differently etc. Link to comment Share on other sites More sharing options...
Ainz Ooal Gown Posted June 24, 2016 Share Posted June 24, 2016 Looking awesome as per Keep up the good work! Giligis 1 Link to comment Share on other sites More sharing options...
Zetasis Posted June 27, 2016 Share Posted June 27, 2016 Wow, this all looks amazing! Keep it up guys! jcsnider and Giligis 2 Link to comment Share on other sites More sharing options...
Rory Posted June 28, 2016 Share Posted June 28, 2016 For the spell detonation, I'd love to have an option for it to explode when it reaches it's maximum distance, even if didn't hit an enemy. Giligis, jcsnider and or3o 3 Link to comment Share on other sites More sharing options...
Giligis Posted June 28, 2016 Share Posted June 28, 2016 37 minutes ago, Rory said: For the spell detonation, I'd love to have an option for it to explode when it reaches it's maximum distance, even if didn't hit an enemy. I agree with Rory here, maybe even once it reaches maximum distance and explodes the explosion is an AOE , so maybe it didn't hit an enemy but the AoE explosion did. Be able to set if explosion causes damage and how far the damage extends to. Your idea gave me an idea, XD. or3o 1 Link to comment Share on other sites More sharing options...
Kibbelz Posted June 28, 2016 Author Share Posted June 28, 2016 4 hours ago, Rory said: For the spell detonation, I'd love to have an option for it to explode when it reaches it's maximum distance, even if didn't hit an enemy. Can do when I get back. 3 hours ago, yeroC said: I agree with Rory here, maybe even once it reaches maximum distance and explodes the explosion is an AOE , so maybe it didn't hit an enemy but the AoE explosion did. Be able to set if explosion causes damage and how far the damage extends to. Your idea gave me an idea, XD. On collision it casts another spell all together. So assigning all variables is already implemented. Giligis and Rory 2 Link to comment Share on other sites More sharing options...
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