@Razgriz I definitely wanted to give the option to build an army of Alpha-testers or NPCs, so be on the lookout for that in the future!
@Quan499 Yeah, I’m not experienced with combat-heavy CoGs so I wasn’t sure how to accomplish it. I have some experience writing combat but it was a lot of work writing a turn-based combat code (I basically had to write two fight scenes, one for coop and one for solo) so maybe a more narrative approach would be best. Use your environment, your companion, and your magic to best your opponent, as well as your skill-at-arms.
Great now i feel like its going to be like that meme where a hot girl in the mmo is an overweight fat guy jk. Oh about the combat how about keeping the turn based combat for mob enemies, while unique enemies get the narrative battle scenes. On another note this game is great it has potential to be a really great game for the vr genre. Or even the first since I don’t remember if there is a vr genre game that’s finished or is still being worked on. Quick question though is it possible to win with multiple winners?
@ninja6398 You can win with your partner and split the prize money. Thanks! Yeah that’s probably a good idea; fights that you actively seek out with goblins and stuff will be turn-based, but regular battles with Alpha-testers will be narrative.
@ChimeraLord Yeah I made it pretty easy because I didn’t want Flurry knocking you down to low HP so quick. He also loses at 30HP instead of zero.
@Harlan I don’t know, I still have to finish it! I’m glad you like it, I hope it will be a big hit.
I imagine alot of people will buy this even if they have no knowledge of the game whatsoever because the majority of people who have played CoGs (as far as I know) have been gamers. So finding something that caters toward them is something they’ll pounce on. Not only is it catered towards gamers it’s also really fun so far
Thanks a lot @Marerhyu! I’ll definitely keep working on it I should have more time this week. I’ll keep you updated. The next update will significantly add to the story and probably change up the fighting mechanic. Now that I have more experience coding games it’ll be interesting to see how it evolves.
I was a little disappointed that my custom class “Mage Knight” had to choose between being particularly good at magic or being able to use heavy weapons. I would have thought that the +10 strength boost I choose would cover that.
Yeah I think instead long sword being a heavy weapon it should a great sword/2 handed axe/2 handed hammer. Cause I’m sure that you can use a long sword with a shield in real life. So to balance the short and long sword would be the short sword is faster and can use in cramp spaces, but the long sword does more damage and more reach but can’t be used in cramp spaces.
Yeah the longsword was meant to be for “fighting” classes. If you want to be a MageKnight I would choose the swords instead of magic (which enables staffs/wands) since you’ll still be able to use magic, you just won’t get the bonus that is added by the weapon. An increase in Intelligence would increase your magic damage and an increase in strength would increase your melee damage.
As it is I’m going to revamp the combat system so hopefully more customizable classes will emerge.
@ChimeraLord It’d be cool to implement a dual-wielding system. If I choose a more narrative approach I think I’ll have more freedom to do something like that, but don’t expect it to drastically increase your attack damage (maybe something like a speed bonus).
What do you guys think about doing away with preset classes and making it mandatory to make your own class? Just wondering.
@CitizenShawn
Well what would there be to gain from it? Would it be easier for you to code? The way I see it you could leave it so it would just be a lot faster and less confusing for players instead of erasing it with no supposed benefit.
By the way I’m loving playing the charismatic assassin type! There’s a lot of ways you can go at this game!
I like the classes as is. It supports different play styles and for people like me who are too lazy to go thru point allocating it provides a faster and easier way of playing.
And if we’re on the topic of weapons, will the options of crossbows be included in?
Crossbows are in there now, so I don’t think I’ll take them out.
Yeah maybe I’ll just keep three starter-class options (Fighter Rogue Mage) but then if you create a custom class you will get cooler options, like Throwing Knives, dual-wielding, etc. so you can make your mageKnight, Assassin, whatever classes.
Kind of an easter egg for those who go through the trouble of making their own class.
@Marethyu That’s something that could be a possibility. After I get through some of the core story I’ll have “towns” you can go to with “shops,” including blacksmiths, armorers, and enchanters, where you can spend some hard-earned gold and add damage modifiers to weapons.
Though honestly I was hoping finding better weapons throughout the story would be better than enchanting your starter weapons