Melcar
Arcane
Nice. Party based AoD. Too bad no native Linux client. Pass.
BTW, this game would be ideal for multiplayer but I realize that it's impossible to do with your budget. We can dream though.
Jakby ktoś chciał zabrać się za tłumaczenie na polski to jestem skłonny pomóc, chociaż mój angielski jest średniawy. Może właśnie przetłumaczylibyśmy chociaż interfejs/opcje + ewentualnie początek rozgrywki, by zarysować fabułę i pozwolić graczowi poczuć dekadencką atmosferę? Pozwolę sobie zawołać Polaków, jeśli tutaj nie uda się zebrać ekipy to nigdzie się nie uda.
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Updated my ignore list
ElhoimBTW, this game would be ideal for multiplayer but I realize that it's impossible to do with your budget. We can dream though.
We demand a play-by-mail option!
I'm in.Pozwolę sobie zawołać Polaków, jeśli tutaj nie uda się zebrać ekipy to nigdzie się nie uda.
How hard will the combat be compared to AOD I wonder?
Will you guys introduce some elements to spice up encounters? Like pushing someone over an abyss, fighting on a collapsed bridge, using ropes, in these tactics games I love to have additional objectives and secrets ways to finish the encounters, you know catching the enemy rogue before he runs from the map etc.
ElhoimHow hard would it be to have a damage count and a timer during fights so that we could compare who killed the quickest or who dealt the highest damage?
Elhoim given that this is going to be basically a series of set-piece fights (right?), surely some of them could introduce hand-placed elements that are more in line with AOD's skill-based style. E.g. use STR checks or whatever to collapse a nearby whatever, creating impassable tiles (though engine wise maybe it's also difficult to transition to a new physical map with a fade to black), manipulate a cache of explosives which basically sets off the existing alchemist's fire effects across predefined spots (or, upon failure, in certain other predefined spots); an ancient device gone haywire so that if you step on it, or push enemies into it, they teleport into random spots on the map or into a particular destination spot.
So how does facing work? In AoD you just automatically face towards the last thing that attacked you (or you attacked) iirc.
I'm curious how this works as well. Do side/back attacks get bonuses? Or is it based on how many enemies you are surrounded by? Or maybe something else entirely.
Vault Dweller starting your game name with the word "dungeon" is a terrible idea. There are already 40 RPGs on steam that have the word dungeon in it, many of them are very well known. Consider synonyms that are less common like crypt, mausoleum, catacomb, ect. worst case scenario: someone googling dungeon rats gets wiki pages about rat enemies in dungeon siege or dungeon defenders or darkest dungeon.
Decadent Decadence for that Divine Divinity feel.Darkest Decadence