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DONE: Physical PvP, including skill effects Spell PvP, including… - Red House Games
June 28th, 2004
12:54 am


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  • Physical PvP, including skill effects

  • Spell PvP, including spell effects

  • Skill system (increases, skill effectiveness, etc)

  • Leveling (stat training, HP based on level, etc)

  • Items (shop, inventory management)

  • TO DO:
  • Rebalance physical and spell-based combat

  • Bounty system

  • Random magic item generation

  • Fix DCC

  • Auto/timer/bot prevention

  • Timed/Random Events

  • Item degrading/durability

  • Spellcaster items

I think I've found an easier way around adding skill bonus effects to items, so it won't be a problem adding that in...just need to get around to it. Besides that, I'm just really dreading having to rebalance physical/spell combat...it's going to be tough. Bleh. Still, I hope to at least get that done tonight. The bounty system would be nice too, but I dunno if I'll be awake long enough for that.

(4 comments | Leave a comment)

Date:June 28th, 2004 03:11 am (UTC)

Re: Skill Advancement

Cere4l found a way to get a HUGE amount of skills proportional to your level. Attacking someone 10x the size of you gives very little EXP, but pretty much guarantees that you gain a skill level in each of your majors (And most of your minors). Thus, we were able to create characters with 80+ in their specific skill levels, at only around level 3 or 4. These characters are easily able to kill players 10 levels above them. :-/
Date:June 28th, 2004 12:17 pm (UTC)

Re: Skill Advancement

Plan on fixing this by only giving successfull attacks/casts skill ups. Life will still automatically succeed, but it'll roll seperately to see if you would have succeeded for the skills.
Date:June 28th, 2004 03:20 am (UTC)


Also, it'd be good if it show'd how long until you revive, when you try to attack someone. It's a pain having to try to cast a spell whenever you want an update.

Date:June 28th, 2004 12:18 pm (UTC)

Re: Oh

Done. Will work next time I reset the bot.
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