The Daily Click ::. Projects ::. Twisted Tower - Chapter 1
 

Project: Twisted Tower - Chapter 1
Project Started: 19th December, 2010 Last Update: 5th March, 2017
Project Owner: HitmanN Project Members:
Project Type: Dungeon Crawler Platformer Project Progress:

iUpdate
Posted 26th Mar 11, by HitmanN  
Some new stuff this week.

First Screenshot

Added two new special attacks. Here's one for swords, called Ground Slash (for now). Can be initiated after a normal swing, costing some extra Stamina. The wave from the swing travels forward some distance. Not particularly powerful, but allows swords to be used at longer range if needed.

Second Screenshot

Also added two new spells this week. Here's one of them, Ice Crystal. Upon casting the spell, a large ice crystal appears, slightly damaging enemies on touch, and freezing them for several seconds. The spell effects in general are similar to the Ice Crystals I had as a weapon in Arrow Clash. ;p

(You might also notice that I've made the fog somewhat more blue at this point).

Proficiencies

Weapon and spell types now have a proficiency level, which increases based on number of kills with the specific type of weapon. The special attacks can be learned at specific proficiency levels. For instance, the new Ground Slash attack can be learned at One-Handed Weapons of Level 2. I haven't yet decided on other bonuses, but there will definitely be some very significant things you can gain from high proficiency levels. For instance, for spells there could be casting time reductions or MP cost reductions, or just plain extra Max MP.

The proficiencies are as follows:
One-Handed: Currently only Swords.
Two-Handed: Currently only Hammers.
Polearms: Staff and Spear.
Ranged: Bows
Elemental: Elemental class spells
Spirit: Spirit class spells

Ranged, Elemental and Spirit require slightly less kills to level up, having less options than other classes, and requiring 'ammo', relatively speaking, so they can't be used as often.

Oh, right, the spears are new too, though essentially they're the same as staffs, with more bonuses to ATK and SPD, rather than DEF and MGC.

Originally I was planning there to be selectable perks, Fallout-style, but decided to go with just proficiencies instead. They fit the progressive nature of the gameplay better anyways.
Preview

Preview

Preview


Posted by BeamSplashX 26th March, 2011

This is looking seriously delightful.

You could easily reuse the hammer animation for two-handed Swords, I think. You could even re-use the sword animations as claws or gloves for really short-range (maybe low stamina drain) combat.

Perks might still be applicable for movement/evasive abilities. Jumping and running non-stop to earn backflips or whatever would be boring, but with perks it'd feel like earning travel powers in City of Heroes, just less extreme.

Also, will there be counterattacks in this game? I love me some counters.
Comment edited by BeamSplashX on 3/26/2011
 
Posted by HitmanN 26th March, 2011

I haven't yet decided on whether I'll add two-handed swords, but it's definitely been an option so far. Another options could be axes.

With perks I was thinking of stuff that would be limited to a number of choices, but you could never get them all. Instead, I figured it'd be better to just make obtaining all possible bonuses a really big task, so the player can choose whether to keep grinding the same character, or just try a new one with a different setup.

Some sort of dodging will definitely be added though, and possibly a double-jump, as a mid-to-high level ability.

As for counterattacks, there's not even defensive moves yet, so I'm not sure yet. I'll look into that stuff when I work on the armor features. One option could be an automated blocking/parrying maneuver that could be learned from one-handed weapon group, and is applicable when using one-handed weapons. Other groups could improve DEF and Max HP instead, or SPD, which comes with dodge move(s). Thus you could choose whether to rely on and improve endurance, reduced damage, parrying or evasion.
 
Posted by Shiru 27th March, 2011

Ground Slash looks great . I also like the fact that you're putting enemy name under their sprite. How do you initiate the skill ??


Ice Crystal looks nice too. We can see that the fog's color changes a bit ^^.


The new Proficiencies system is interesting. What is the max proficiency level ?

 
Posted by AugustoAD 27th March, 2011

maaan, I'm crazy to play this game! it's gonna rock a lot!

good luck and don't give it up! ^^
 
Posted by HitmanN 27th March, 2011

Shiru:
The Ground Slash, just like most of the basic attacks, is initiated by holding down melee attack button after a normal attack. In case of Ground Slash, the normal slash is downward swing, and the Ground Slash is an upward swing, so it basically continues from where the normal slash ends.

Some special attacks may be initiated differently, or require additional button presses.

The max proficiency level is still undecided, but I'm thinking 20. Most of the interesting stuff can be acquired by around level 10 or so though, and the levels above that just add bigger bonuses to stats, most likely.

Augusto A. Duarte:
Definitely not giving up. I've promised myself that I add or tweak something in the game every day. So far I've kept that promise.
 
Posted by Eternal Man [EE] 27th March, 2011

Oh the beaut! I love the proficencies, really adds more grind incentive!
 
Posted by Shiru 27th March, 2011

Thx for the answer HitmanN-sama . So the button control is easy ! Max Level (20) for proficiency is alright.

This game is getting better and better !
 


 



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