Monsters are GO!

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Re: Monsters are GO!

Postby Slayne » Thu Aug 07, 2008 7:00 pm

One thing that I noticed in the video that I had a question about. It looked as though every time you used a spell that wasnt aoe, you had to walk towards the target. Is this true? I just thought that was semi awkward.
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Re: Monsters are GO!

Postby Karl G. » Thu Aug 07, 2008 7:18 pm

Slayne:

Yes, that occurred in the video due to a bug in spellcasting. Spellcasting is now (almost) nearly identical to Xenimus. I have a new way of doing physical attacks...that I think you guys will really like :)
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Re: Monsters are GO!

Postby thadiusofx3 » Fri Aug 08, 2008 1:42 am

ooo sounds fun, do tell!
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Re: Monsters are GO!

Postby Karl G. » Fri Aug 08, 2008 6:31 am

So here's the deal: clicking on a player doesn't attack them. Depending on some factor, such as whether you right-click or left-click or maybe depending on your weapon, (I haven't nailed this part down yet) you will either follow them closely or stay in place but always face the player you select.

So here's the second part: attacking works by pressing a key. Think "Mortal Kombat"--jam a key to do your basic sword-swing while you're following your enemy, or tap another key while holding a bow to shoot an arrow.

The big benefit here is that you can do REALLY awesome moves this way--each weapon can have multiple attack modes which can even depend on your character's abilities. For example, if you get the "whirlwind" ability but decide your fighter should use a bow, the bow will allow you to do a low-level multishot instead. Thieves get the higher level multishot innately with bows, but other classes don't. Plus, this makes battle moves (such as "jump"--think teleport for melee-types, or "slash" a 45 degree spread short-range area effect) much more easy and intuitive to use. You don't have to select targets for them.

On top of that, there's no more accidental attacking. Only attack when you want to.
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Re: Monsters are GO!

Postby Conceptz » Fri Aug 08, 2008 4:51 pm

Very nice, I see alot of improvements. I can't wait to help you guys out with alpha. Keep up the good work ;)
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Re: Monsters are GO!

Postby zedd » Fri Aug 08, 2008 7:44 pm

looks Amazing Karl, when do u think u will release a beta or something for us to try?
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Re: Monsters are GO!

Postby zedd » Fri Aug 08, 2008 7:45 pm

btw, i aint new, even tho it said i just joined today. lol ive donated like 2 years ago i think. lol maybe last year iunno bad with time, but im keeping my eye on this. :P
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Re: Monsters are GO!

Postby Karl G. » Sat Aug 09, 2008 5:19 am

All the timing information you need is here:

http://www.unseenstudios.com/volucris/w ... e=Timeline

I will be doing alpha in 3 weeks or so.
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Re: Monsters are GO!

Postby combatman » Sat Aug 09, 2008 10:13 pm

It looks pretty awsome!
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Re: Monsters are GO!

Postby speed3b » Sun Aug 10, 2008 10:13 am

I like the battle keys idea. Possibly 2 or 3 keys? 2 different attacks (jab and slash) and the 3rd could be a block or shield bash? I dont think i could imagine anymore then 3 though. Would get too complicated i think.
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