Advertisement Jump to content
  • Advertisement

Fhizban

Member
  • Content Count

    13
  • Joined

  • Last visited

Community Reputation

215 Neutral

About Fhizban

  • Rank
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. GrindQuest - Devlog 2: Player Towns & Buildings Every RPG requires a town - or at least a shop - to serve as a safe haven to the players. While full fledged AAA RPGs feature several towns with uncountable shops and NPCs, most mobile/casual games only provide one or more shop interfaces. There is a reason to this, as detailled, sprawling cities are often plain unneccessary when the core loop of a game can be boiled down to constant fighting and upgrading. An argument for having several towns is the ability to have shops of increasing quality. This approach allows better control of the players progression through the game. When designing the Town aspect of GrindQuest, I took influences from mobile RPGs as well as city-building games and blended both of them together, to achieve a simple but interesting result: GrindQuest features only a single town throughout the whole game, this town is a players hub and one of the most important elements in the game. When you start the game, your town merely consists of several empty lots. Players then start to build shops, houses and other buildings one by one. Each building serves a unique purpose that expands the features available via the town menu. Look and Feel It should be noted that players cannot directly move around Town. As GrindQuest is a browser based game with a strong mobile influence, it was decided to keep things as simple as possible: You merely navigate through (colrful) menu's in order to access a shop or upgrade a building. This rather abstract approach is common in most mobile games and even more common in browser games. Furthermore, the whole town is just a fancy graphical menu. I try to keep things as simple as possible and utilize a mobile touch slider in order to represent most objects in the game. So currently, all buildings are aligned from left to right on a plane that you can swipe via touch and drag (or dragging with the mouse as well). I will stick to this system because it allows me to create dozens of menus on the fly, but there will be graphical improvements in the future: Like adding a parallax background with several moving planes, exchanging the background with a better one as well (note some buildings are painted above terrain features because it's just a picture). And finally decorations that the players can buy are planned as well (like Trees and Street Lights) - to spice up things a bit more. Let's take a look at the various buildings implemented so far: Tavern The central building of every town is the tavern, this is also the first building you will acquire in the game. This spelunky is a meeting point for heroes of all sorts from all over the land and the main source of new Heroes. Upgrading the Tavern increases the quality of available Sellswords as well as number of Heroes available at the same time. Please note that the most powerful Heroes cannot be acquired in the Tavern and must be found in a different way. Hiring a Hero requires a one time investment, so you basically buy the character once from the Tavern. Finally, Heroes are paid using rare Gems instead of Gold Coins - a currency that is much harder to earn. Please note that Gems have nothing to do with ingame payments or anything related to real money. Weapon Smith This is the building where you can buy all sorts of weaponry to equip your Heroes with. Better weapons not only allow your Heroes to deal more damage during combat, the various weapon types interact with each other in a Rock-Paper-Scissors system: Each weapon is strong against another weapon type and therefore more effective (we will learn more about this later on). Most weapons have more effect when the Hero is placed in the front row while some weapons are also very effective when fired from the back row (again, this will be explained later in detail). Most weapons in this shop are bought using gold. Upgrade the Weapon Smith to have access to more and more powerful weapons. Armor Store & Item Store These buildings function very similar to the Weapon Smith: The Armor Store provides you with protective gear like Armor, Helmets, Shields and other Accessories. It should be noted that in GrindQuest each Hero only has 3 equipment slots: One for the weapon, a second one for Armor and a final one that is called "extra". This extra slot depends on the Hero Class and can be another piece of armor, a special accessory or a secondary weapon. This means some Heroes are more geared towards attack, while others are more defensive when it comes about equipment in general. While the Armor Store is focused on Armor, the Item Store provides "Extras" in the first place. Magic Shop Here the players can buy Skills and Magic Spells as well as special Items like Potions. Potions are used to apply a temporary buff on a Hero (we will go into detail later). Skills and Spells are classified as Abilties: Each Hero is able to "equip" three of these Abilities and is limited to Class Abilities. All Abilities in this game are passive, as combat is passive as well. By choosing the right Abilities, you can further finetune your Heroes and influence their combat tactics. It should be noted that you have to buy the abilities for each Hero individually. This means if you have two Rangers and want each of them to have the "Rapid Fire" ability, you must buy that abilitiy twice. On the other hand, you can remove abilities from your Heroes again and equip them to another Hero - if the Class allows it. Market The Market provides the aspiring Hero party with all sorts of consumeable Items. This does not only compromise Food but also Grindstones, Elemental Spheres and other Items. Between battles, your Heroes heal automagically so there is no need for Healing Potions in GrindQuest. There might be rare injuries or dead party members later on, but the typical "HP Recovery" is not required in this game. Instead, consumeables serve a different purpose: You "feed" these items to your Heroes in order to grant them bonus XP, effectively accelerating level up's. As the level cap is very high in this game, you will need all the XP you can get your hands on. Im going even a step further with this system, as Weapons and Armor can be leveled as well (referred to as "grinding"). The Grindstones available at the Market allow you to improve the quality of your Items. And this is an absolute necessity, as Items do not gain experience through battles. Again, we will go more into detail later regarding the "food system" of GrindQuest. Quest Board Finally, the: Quest Board! Imagine all the townspeople and wandering merchants come here to write down the jobs they have to offer for your Hero party. The Quest board allows you to browse, view and accept Quests. By upgrading the Quest Board, more powerful Quests become available and those reward you with better payment and rare items as well. Of course, it is perfectly possible to play the game without any quests at all - but that's not a wise decision. As the extra income Quests provide allow you more economic freedom - think about all the Heroes (and their equipment!) that you have to buy and upgrade. So, when you complete a "raid" (later...) you will not only gain "loot" from it, but also a quest reward. Quests usually require you to finish a "raid" at a certain difficulty level or gather a specific amount on resources. But more on that later as well. :-) Future Building Types I have left out some important building types that will be added later to the game (of course, there is always room for improvement and expansion): The Guild Hall as well as the Auction House. Note that all buildings mentioned above have already been fully implemented into the game, while the final two exist only in theory so far. As far as ideas go, there is no end to the possibilities in a game like this. But, I would like to keep things reasonable complex until the rest of the project is done and tested. Thanks for reading, stay tuned for another journal entry in december!
  2. Fhizban

    Spellbound: October Update

    Another great journal entry, must say I get used to this!   Well, you let your mind wander when it comes about VR and all the other topics that keep you currently busy, but who cares.   As an Indie-Dev myself (with 0 released commercial projects so far), I would be interested how your sales develop (without any real numbers, we don't need that - % values would be good though) in terms of bumps, increases, decline compared to the bit of marketing you do, releasing your final version and so on. It might also be interesting to hear how sales behave once the initial influx of new customers has passed by.   I know a ton of projects that generated high sales in their first weeks, followed by a great fall in the time afterwards. This is a typical phenomenom and has nothing to do with game quality.
  3. Fhizban

    GrindQuest - Devlog 1: Casual Strategy RPG in your browser

    Thanks for your comment.   A lot of heartblood is going into this, stay tuned for another journal entry.
  4. Fhizban

    Project Life

    I like this so far! Seems you already got quite a lot of features implemented.   Yeh yeh, time is always an issue - know that too well :-)
  5. Fhizban

    GrindQuest - Devlog 1: Casual Strategy RPG in your browser

    thanks for your comment!   I understand your worries about art comparison. Please note that the first screen is just the login floating modal and not the actual game graphic. In addition: My logo is not ready yet, as my artist is still working on it.   I'll add literally a ton of art (mostly stock art) to the project over the course of the next weeks. Despite being stock art, the quality is as high as possible and well chosen.   Just wait for the next blog entry that will feature the Player Town in detail!
  6. Fhizban

    GrindQuest - Devlog 1: Casual Strategy RPG in your browser

    minlength is for a minimum of security   maxlength is more of a economic reason. makes no sense to have longer passwords, its a game after all.
  7. Fhizban

    [WIP]BattleCards - auto card battler

    @Nopp: Yes I know and yes, the old version was cool enough. I have my reasons for changing it though.   @all: The Dev Diary Journal is up, everyone who is interested is encouraged to move on:   http://www.gamedev.net/blog/2271-grindquest/
  8. GrindQuest - Devlog 1: Casual Strategy RPG in your browser It is about time to share some information about my work in progress game project called "GrindQuest". This game originally started with a different theme and execution compared to how it is presented today, but thats another story. GrindQuest is a casual strategy RPG that can be played directly in your web-browser. It takes place in a colorful cartoon fantasy world and is presented in classic 2d. Each player takes control of several Hero groups that can be levelled and customized in many ways. Players are competing in this online game by climbing up the arena ladder or becoming the most powerful player on the server. Besides that, GrindQuest offers many possibilities for solo adventures as well but there is strong emphasis on multiplayer competition and social play. The Name of the Game GrindQuest was originally a idle clicker game hosted on Kongregate. The game concept was pretty simple - you grind your way through hordes of enemies, constantly upgrading your character. The original GrindQuest used ripped graphics from World of Warcraft and was taken down due to copyright issues. The game returned in a censored version a bit later, but was not able to hold up the momentum it generated before. During it's bloom, the game caused quite some hype around it - sadly development stopped and the game went the way of the Dodo from there on. Time to take up this great name and the simple concept behind it and put it on proper feet again! The Art Contrary to the original GrindQuest, my project uses all licensed cartoon artworks. I make heavy use of stock art, as Im not able to invest a fortune into creating all unique sprites. The stock art has been chosen with special care, the individual artworks are high quality and blend together very well. Minor to major modifications are also applied, ranging from simple re-colors to total conversion of sprites. The art of GrindQuest was created by freelance artists like Daniel Ferencak, Dmytro Nedvyga and others. The bright and colorful cartoon art style is also family friendly and timeless. Technology GrindQuest uses basic web-technologies like PHP and a mySQL database to get the backend ticking. On the frontend side, Framework7 is used in combination with PhoneGap - this will (hopefully) allow deploying the project on Google Play as well as the App Store later on. GrindQuest is not a real phone app, instead it comes as a "hybrid-app" designed for iOS, Android and the most common and up to date web-browsers. The game still has more the look and feel of a regular web-site, lacking animations until I find a solution for this issue (mostly because I am a programmer and not an animator). Core Game Concept Simply put, GrindQuest is a Hero group management simulation with lots of RPG and turn-based strategy elements blended in. You start with a single hero to level and upgrade. After that you add another bunch of Heroes until you have a group of about five characters. Later in the game players will be able to collect and upgrade dozens of characters and assign them to various Hero groups in order to fight monsters, compete in PvP combat and fulfill epic quests. Each Hero character is compromised by a set of statistics like Attack, Defense, Health and so on. In addition, Heroes can equip items like weapons and armor and can learn various skills to increase their combat capabilities. Heroes can be levelled and promoted and will grow stronger by doing so, the maximum level cap in GrindQuest is something like 450 - and insanely high number! Building a powerful "uber" Hero takes time and players will have to stick with their parties for weeks if not months and foster them carefully. The same is true to equipment upgrades - as all weapons and armor can be levelled and promoted (= grinded) as well - more on this in a later blog entry. This game is called "GrindQuest" for a reason! Combat is mostly automatic: You assign a Hero group to attack another player, raid a certain Dungeon or complete a specific Quest and the rest is just number crunching. The strategic component comes from choosing the right Heroes and Skills in order to be victorious. Of course, level and equipment is also important but the composition of your Hero party is the key to success: Mages easily zap Warriors, while Archers defeat Mages and Warriors trample down the Archers. Take a look at your opponents forces and adjust your own party in order to make the most out of it. Hell of a Grind! As "grindy" as the concept sounds, in the later stages of the game you take more and more the role of a "Hero party manager" and get less involved in the grinding itself. You assign several (not just one) Hero groups to raid and fight and let your remaining Heroes invent new Spells and Skills, heal wounded party members and craft Items and Equipment. Cost & Scope The game is planned to be free to play - although Im strictly against pay-to-win concepts. GrindQuest will include a optional premium shop with a few items: The most important one is the "supporter package". Each player can buy this package only once and it grants a mild ingame advantage alongside some cosmetic changes. The earnings from this package are exclusively used to cover my artwork expenses. I plan to include up to three of these packages to finance future art expenses as well, therefore a player can decide how often (= how much) to pay for this game (nothing or up to three times). The main purpose of each package are not the resources included, but a key that opens up another area of the worldmap. The packages therefore act as content expansions to the players. Being a F2P player limits you to the basic areas, paying players will get access to all the epic lands of the GrindQuest world. As I am the only developer for this project, Im not aiming too high in terms of Monetization, Scope and Community. Yes, this is an online game but No, it won't be an MMO. At its heart GrindQuest is an oldschool casual browser game - like the ones we saw in early 2000 - with a bucket of fresh paint applied to it. Author My name is Tobias, im also known as Fhizban in other areas of the internet. Hailing from Europe, I develop, maintain and finance this project all by myself. All expenses are currently paid out of my own pocket. To me, GrindQuest is both a hobby and a passion. This being said, I might be looking for people to join the project on a volunteer base, at a later stage. Mostly in the areas of sprite animation and community management. Release Date Im writing this by the end of 2016, the project is currently only about 35% done. I don't plan a public release before mid of 2017, another 8-10 months. Mind you this project is a hobby, developed in my spare time. Thanks for reading and your interest in the project. The upcoming blog posts will cover the various little sub-systems of the game in detail. Get ready for the hell of a grind!
  9. Fhizban

    [WIP]BattleCards - auto card battler

    (Sorry for the double-post)   Being the final post in this thread (before starting my development diary journal), this is both a welcome and a farewell.   The post you are reading now is required to tie up the ends between how the project startet and how it became today.   Be prepared for a shipload of changes, as I have decided to steer into a different direction while it is still possible.   ...   Both the theme of the game (alongside all graphics) and execution will change completely. The core mechanic and all code written so far stays as it is (the game is an online multiplayer "auto grinder" at it's heart).   The new setting is a cartoonish medieval fantasy world without any visuals related to cards. All of the art is from stock art resources with mild to heavy modifications.   The execution changes away from cards and decks towards party management, hero levelling and equipment crafting.   ...   The reasons are simply put:   1. I changed my mind.   2. I don't have enough art available to support a whole CCG card range (plus expansions) and I don't have the budget to create matching art all up from nothing again.   3. The engine did not really represent a card game. This WILL confuse players in the future. When you see cards, you expect mechanics like card play. This is an "auto grinder" without any card play (no deck, card draws, discards etc.).   Therefore it was a wise decision to change the game so much.   ...   And even more changes:   Using Framwork7 in combination with PhoneGap there might be the possibility of having a Android App as well as an iOS app for both iPhone and iPad. This comes in addition to cross platform browser compatibility.   And finally the game's name changed as well, from BattleCards (copyrighted as far as known) to...   GRINDQUEST   Flashback: We remember a free game on Kongregate with exactly the same name. A simple RPG grinder that gained quite some reputation and fellowship. Sadly the game used only ripped art from WoW and was taken down after a while, until it re-appeared in a censored form. It was a nice little hype during its days, sadly it is not developed any further.   Another good reason for me, to take over that name and put it on proper feet.   ....   A final screenshot of the new version attached to wet your taste buds.   And now: Let's get ready to rock ... grind!
  10. Fhizban

    [WIP]BattleCards - auto card battler

    Thanks for your interest in the project.   Im currently choke-full with work, but plan to start a journal later on. Currently the whole project is migrated to a framework (Framework7), that allows me builds for iOS as well as Android and Browser Support. This is an enormous task and will take a while.   When I'm ahead of my schedule (instead of behind) I will start a journal here documentating the project progress.
  11. Fhizban

    [WIP]BattleCards - auto card battler

    Good point, time to create a journal!   PS: New version screenshot attached   bugfixes increased session security revamped the side-menu a bit first version of the chat is there (channels, scrollable content etc.)    
  12. [WIP] Battlecards - auto card battler   Hi, Its about time to introduce this little pet-project I am working on. This is n-th try to create a online game all alone. This time, the project is much simpler than my previous ideas and therefore much more developed already. I would be interested in your feedback, if someone would take the time to read (and admire the screens).   First things first: This is a classic, browser based game. This means there are limits to both graphics and gameplay. Also, this game is not to be confused with Hearthstone or any other online trading card game. Battlecards is a traditional browser game with automated combat and a oldschool feel to it. To spice things up, the project makes use of artworks and design components acquired commercially at low-budget (mostly from deviantart artists).   PREMISE First and foremost, this is project is meant to be developed and maintained by a single person (my humble self). Of course I could imagine others to join and help, but the core of the game engine is written all by one person. If - after reading this article - you get the vision of a very simple game concept, always bear in mind its a one-man-show. I also don't hesitate to stick the "Casual Game" label to this project as well. BTW, this game will be absolutely free, forever.   TECH Its a simple, completely homebrewn little browser game engine using HTML5, PHP, mySQLi, CSS and JS. Im using a framework and a few plug-ins but nothing fancy. The design is completely responsive, but I have to work on it a bit more. As the game is played directly in your browser, there are no downloads or updates.   THE GAME Battlecards is an asynchronous card game. Asynch means that only the active player has control over his/her actions. When fighting, the other player is controlled by the AI. Furthermore, combat in this game is automatic, as in most oldschool browser games - this reduces gameplay to acquring cards, creating decks, managing decks and attacking/defending with your decks. There is no real need for a story, each player is a Mage of sorts fighting to become the most powerful one. The meat of the game are the cards and the decks that players built from their collection.   A player can create several Attack-Decks and use them to attack other Players or computer controlled enemies. PvP is called duel, while PvE is referred to as Quests. The game uses a classic Energy system, so you can only fight x-times before energy is depleted. You then have to wait some time in order to regain energy. All in all the game is quite fast-paced, the downtime is very short. Example: You login in the morning and with full energy you are able to do 5 Duels and 5 Quests in addition to some card buys and management. After that you have to wait until lunch-time for your energy to recover, so no 2 weeks waiting for something to get finished (like in Clash of Clans or other click-and-wait games). This concept underlines the "Casual" aspect of Battlecards.   Decks are tiny, limited to 8 cards each. Each deck can be described as a Army or Stack. There is also no real card drawing, card hands or card playing - this game uses cards for visual representation, but plays completely different. If you fight against another player or a computer controlled opponent, the actual combat is calculated automatically with no intervention from the players.   This might sound boring, but the quintessence of Battlecards is different from most trading card games. Its all about creating the right deck and absolving lots (and I mean lots) of micro-battles finetuning the deck and trying different strategies against the various opponents and quests.   COMBAT The attacker uses one of his/her Attack-Decks while the defender uses his/her Defend-Deck. The attacking player is able to view the cards in the Defense deck and can therefore modify the attack deck to optimize performance. The defeder on the other hand gains a little advantage during combat, but defense in general is much more difficult than attack.   Combat itself is computed automatically according to a huge and complex formula, but the cards have simple stats and skills each with only one "Power" value and up to three Skills. The cards also feature an element and a class and according to these, you gain an advantage or disadvantage over your opponents cards in a RPG like fashion. Example:   * Archers beat Infantry (the defender is advised to add some archers to the deck in order to repel infantry).   * Cavalry beats Archers (the attacker on the other hand should add a bit of Cavalry to beat the enemy Archers).   * Pikes beat Cavalry (the defender can protect himself against Cavalry by adding Pikes to the deck as well).   Note that there are several RPS "cycles" and it is hard to protect yourself against all of them. On the other hand, when attacking you cannot shine in all fields, you have to focus on a specific strategy or finetune your deck to specifically beat the opponent you are challenging. This is especially tricky with just 8 cards.   Finally, combat is summarized, showing all cards and explaining whats going on in a log. This makes it easier to understand why you have won/lost and why not. Players gain resources by winning attacks and defenses. These resources (currently Gold and Crystals) can be spend in order to gain new Cards and Booster packs.   Note: Im currently working on the combat representation and the first 50 cards, thats why it's not covered in the screens yet.   STRATEGY One more word on deck bulding and strategy, the heart of the game:   Each player is required to build a Defense deck. The defense deck role is to be as tough and unbeatable as possible. This is easier said than done, because there will be at least one Attack-Strategy for each Defense-Strategy. You can defend against Archers or Cavalry or Pikes - but can you defend against all three of them?   The role of the attacker is a bit easier, as you just have to overcome the deck you wish to attack. At the beginning of the game you might just toss all of your powerful cards into the deck, but later on you will be able to build tailored strategies that can beat all the meta-decks out there.   In the end, it depends on the card pool a player acquires by playing the game. With a growing card pool you can set up a better defense and overcome the other players defense decks more easily. I imagine the game as a big, ranked, card-race.   CLOSING WORDS I plan to release the game with just 50 different cards and one card type (creatures) while adding a new expansion every x-month. These expansions will add another 25-50 cards to the game and expand it by adding one new feature. Several features are already planned and some of them implemented like new card types (lands, heroes, spells and items). Later on there might be a card-crafting system and a guild system as well (with a new guild war system to accompany the guilds).   Thanks for reading - I am well aware that this is a rather specialized/niche aproach to a game. I can also imagine that not many people will like this kind of game, to me it plays more like a puzzle/code-breaker game than a card game. But, its my pet project after all and so I stick with it!   If you have feedback or ideas, I would love to hear them!   cheers -Fhizban
  13. @sunandshadow: Great idea with those Virtual Pet Sites, thats quite close to what Im trying to achieve. Will check out a few of them. Do you have a recommendation or two? The idea to start small and expand is also great, I could prepare my game already and launch with only 40% of the planned features finished.   @kseh: Thanks for your comments, mind you it's a simple forum game (thats counts as a multiplayer online game as well)
  14. This is a experimental concept for a forum based browser game that uses a heavily modded forum software. This game could be seen as both a social activity and a MMO, it is quite laid-back and targeted more towards grown ups. Gameplay is peaceful but features competitive gameplay elements as well.   What I would like to hear are some SIMPLE ideas about how to make the game more interesting and appealing to the players. Especially because due to the forum structure, the game lacks visuals and is not very attractive.   I tried to design the game with three principles in mind:   * Technical do-able for a single developer * No F2P mechanics like "Click and Wait forever" or draconic "random loot drops" * A social component for the players wo don't want to compete with others   FYI: This is planned to be a small-scale game with only a few dozen up to a hundred players, it would be free without a budget and no advertising besides some forum posts and articles. I have the required code more or less ready to support all features described below. No art stuff, storyline or template/design so far.   Thanks in advance for any thoughts/input/feedback!   ...   Each player takes the role of an Alchemystic, similar to an Conjurer, Magician or Alchemist. Players strive to become the most powerful and renown Alchemystic of the land, this is done by crafting all sorts of strange and interesting artefacts. In order to do so, players require resources that resemble typical alchemistic elements like fire, water, earth and air.   Basically, there is no winning in the game. Power is measured with Glorypoints and the game features a leaderboard that allows the players to compete forever for the top positions.   The most basic resource is Materia, that is used to transform into the four elements fire, water, earth and air. From those four elements, players can craft various different artefacts that help them to become stronger, have special effects or increase their Glory.   FYI: All energies mentioned below regenerate over time, this is the only "wait" limit that is built into the system to prevent players from blazing through the content too fast.   1. Gaining Materia Gaining Materia is the heart of the game and represents the core game loop. Using Materia, the players can create all other resources and items in the game. There are four ways to gain Materia (with more possibilities in the future) in addition, Materia is generated automatically each hour to provide players with a little bit of an income.   1.1 Post! A social activity limited to a number of posts per day. Players can open new topics and answer topics in order to gain Materia. The longer the written articles/answers the more Materia a player gains (with a limit). This feature is social and absolutely freeform with no real rules. Moderators (like myself) are required to limit and control the posts the players make, otherwise it would become rather chaotic quickly. Posting would net a players the lowest amount of Materia: Low Risk, low Reward.   Three example what players could write about:   * A diary like what their characters have done today, each player maintains a thread of his own describing their Alchemystic's adventures. * Figuring out how the various items in the game work and writing topics about them. * Helping others, welcoming newbies, writing tutorials and guides.   1.2 Duel! A simple 1-click duel allows you to compete with another player on the forum within a certain level range. This is limited by some kind of PvP-Energy and allows a player to gain experience as well. High Risk, High Reward.   1.3 Explore! Similar to the PvP Duel, players can choose one of several areas (with increasing difficulty) to fight against computer controlled monsters (again, simple 1-click combat). This would also be limited by PvE-Energy and gains experience. Medium Risk and Reward.   1.4 Quest! Simple 1-click quests give you a reward and require a mix of both PvE and PvP Energy with some additional requirements like resources or even items. Quests have no risk but the more difficult ones require several items/resources or a lot of energy. Low Risk with variable Reward according to difficulty.   2. Tansforming Materia Players can now transform the materia into one of four resources: fire, water, earch and air. This also requires a bit of energy to limit the amount of transformations a player can do on a daily basis. The resources created this way can finally be used to craft items.   FYI: The number of elements could easily be expanded.   3. Artefacts The artefacts mentioned earlier represent all kinds of items and strange objects and require quite some elements to create. some also require multiple element types and energy to be crafted. Crafting itself takes no time and items become available in an instant.    Basically there are four types of items:    * Usable items that grant a instant bonus to one of the players statisic or recover them.  * Usable items that evoke a special effect.  * Equipable items that permanently boost a players statistics until replaced.  * Unusable items that act as decoration and are displayed in a players profile on the boards.    Most decorative items simply increase a players glory, Usable items allow to refresh  energy or recover health. equipable items represent clothes like hats and robes or  rods and staves that increase a players stats and so on.    some of the more special items allow a player to send Materia, Resources or even items  to another player. Spy another players inventory and/or equipment, steal materia from  another player, revive yourself or a dead player and so on.    ...    Finally final there is the possibility to have a Trade Center in order to sell your  crafted items to other players, there could be skills that allow you to create a certain  element at a higher rate, there could also be various leaderboards that give rewards,   chain quests and even campaigns that span several quests or combine PvE hunting with  quests in order to get more rewards etc. etc.
  15. Fhizban

    Offering my Art

    Dear gamedev.net Community, Please excuse this shameless plug: In order to partially finance the future development of my games and projects there is now an Stock Art store available at my hobby companies website. The focus is on high-quality fantasy, medieval and sci-fi artworks as well as GUI and user interface.   http://critical-hit.biz/art-shop.php   Please wait a bit for the shop inventory in the lower section to load, alternatively you can check out the remote shops linked on the right.   There are currently about 60+ pieces of artwork on RPGNow and about 20+ images in my sellfy shop. With new pieces added constantly.   my stuff is available on 5 different shop sites with more coming soon, this way you can choose the most secure, convenient and fastest way of ordering online.   Currently there are lots of typical fantasy images (high-fantasy creatures, backgrounds, objects) but also GUI, sprites for computer games and a ton of other stuff. With a whole range of Sci-Fi images coming soon.   My artists are doing a great job, if you commission art like this exclusively, you have to pay a lot. My images are offered at cheap prices, perfect for indie game creators!   thanks for your time and tolerating my "ad-thread" - feel free to check out my art (you can also contact me via email anytime)   cheers -Fhizban (Tobias)   http://critical-hit.biz/art-shop.php  
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!