Tags: Frayed Knights
Rampant Coyote provided a <a href="http://rampantgames.com/blog/?p=295">few development updates</a> for his Indie RPG, <i>the indie RPG that takes the “kool” out of “old skool.”</i>
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<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">Oh, and combat. The old combat system (in the demo) didn’t actually have the concept of turns. You took an action, and then had a delay (based on the action) to when you could perform the next action, in “phases”. Slower actions took more phases. That led to a nice, fluid system of actions based on character speed, action timing, and a bunch of other features. It was also pretty confusing, and made balancing kind of a pain. Especially when I had effects that lasted in terms of “turns” (which I’d defined as 10 phases… the average length of time of any action). When it became too confusing and difficult to balance for me, it was time for a change.
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Combat is now broken up into distinctive turns, and most actions simply take “a turn.” However, some weapons are slightly faster, and there are spells that speed things up. So there is still something of a phase system underneath the turn-based combat, but it is mainly used to calculate whether a character gets to go twice (or three times) in a turn or not. I’m pleased with the new system. It seems to include the best of both worlds.
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Damage / Effect spells can be upgraded (from least to best) to the following variants: Beefy, Massive, Mondo, Hellacious, and Uber.
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Durations can be upgraded to the following variants: Extended, Durable, Prolonged, and Protracted. Yeah, only four levels for duration right now. Especially for combat spells, any longer than protracted (which will generally last longer than the combat itself, sometimes even through the next combat) was just plain silly.
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Hopefully you can do more interesting things with the spell system than to just alter duration/magnitude of Fireballs and the like. And hopefully there are more interesting spells than Fireball in the first place.
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Also your graphics sucks, RC. I bet the game isn't even fully voiced.
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Here, <a href="http://rampantgames.com/blog/?p=214">look at this screenshot.</a>
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Spotted at: <A HREF="http://www.gamebanshee.com/news/97563-frayed-knights-development-updates.html">GB</A>
Rampant Coyote provided a <a href="http://rampantgames.com/blog/?p=295">few development updates</a> for his Indie RPG, <i>the indie RPG that takes the “kool” out of “old skool.”</i>
<br>
<br>
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">Oh, and combat. The old combat system (in the demo) didn’t actually have the concept of turns. You took an action, and then had a delay (based on the action) to when you could perform the next action, in “phases”. Slower actions took more phases. That led to a nice, fluid system of actions based on character speed, action timing, and a bunch of other features. It was also pretty confusing, and made balancing kind of a pain. Especially when I had effects that lasted in terms of “turns” (which I’d defined as 10 phases… the average length of time of any action). When it became too confusing and difficult to balance for me, it was time for a change.
<br>
<br>
Combat is now broken up into distinctive turns, and most actions simply take “a turn.” However, some weapons are slightly faster, and there are spells that speed things up. So there is still something of a phase system underneath the turn-based combat, but it is mainly used to calculate whether a character gets to go twice (or three times) in a turn or not. I’m pleased with the new system. It seems to include the best of both worlds.
<br>
...
<br>
Damage / Effect spells can be upgraded (from least to best) to the following variants: Beefy, Massive, Mondo, Hellacious, and Uber.
<br>
<br>
Durations can be upgraded to the following variants: Extended, Durable, Prolonged, and Protracted. Yeah, only four levels for duration right now. Especially for combat spells, any longer than protracted (which will generally last longer than the combat itself, sometimes even through the next combat) was just plain silly.
<br>
</p>
<br>
<br>
Hopefully you can do more interesting things with the spell system than to just alter duration/magnitude of Fireballs and the like. And hopefully there are more interesting spells than Fireball in the first place.
<br>
Also your graphics sucks, RC. I bet the game isn't even fully voiced.
<br>
<br>
Here, <a href="http://rampantgames.com/blog/?p=214">look at this screenshot.</a>
<br>
<br>
Spotted at: <A HREF="http://www.gamebanshee.com/news/97563-frayed-knights-development-updates.html">GB</A>