![]() If we're talking game rules, the RPG system is custom created. Even the GUI isn't the standard Unity GUI, and the battle screen doesn't use any part of the 2D or 3D engine in Unity. It's built in Unity, but the only part of the game that's even taking advantage of Unity is the 3D exploration window. In the end, I'm glad to have the spells done. Or the Shaman, who can leech some of his own health or mana in order to give it to someone else during combat ("Here, battlemage, have 5 more mana from my mana pool in order to continue your damage streak.") In particular, I like the spells available to the Battlemage, who has a lot of combat-focused spells and who has interesting options when in battle, including being able to resist death while simultaneously being able to deal damage to themselves to deal damage to enemies. There's a lot of variation in the spells (some things are repeated.for example, being able to remove diseases or poison.but that's because I assume no one will be playing a full caster party, though it's certainly an option). There are five spellcasting classes (Priest, Sorcerer, Shaman, Druid and Battlemage) and a total of 75 spells (15 per class). I just spent a month and a half coding all the remaining spells and getting them working in the game. While I don't have any new screenshots to share, progress continues.
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