Search found 84 matches

by Burnsaber
Sat Jul 14, 2007 11:16 am
Forum: Design
Topic: Map Design Topics
Replies: 32
Views: 17706

Roots wrote: What do you guys think?


Sounds all-round awesome to me.
by Burnsaber
Thu Jun 28, 2007 5:58 pm
Forum: Design
Topic: Character Growth
Replies: 14
Views: 7762

Re: Character Growth

1. How do we determine the amount of XP a character needs to reach level 2, level 3, etc.? 2. How should the stats for a character change from level to level? 3. Should characters grow "at once" when the next XP level is reached, or should they grow more gradually? 4. How do characters ga...
by Burnsaber
Mon Jun 25, 2007 11:16 am
Forum: Ideas and Game Features
Topic: Late-game shopping considerations
Replies: 28
Views: 20651

Basically, I don't think we necessarily need to saddle this onto the _items_. I'd rather that the player-character itself rose in power, and that the weapons were different ways to channel this power. E.g. that (until magic items start getting into play) weapons stayed at a similar level of power, ...
by Burnsaber
Fri Jun 22, 2007 6:18 pm
Forum: General Chat
Topic: Funny Stuff
Replies: 302
Views: 169144

The best five second video on the internet:

http://www.collegehumor.com/video:1764124/
by Burnsaber
Fri Jun 22, 2007 1:16 pm
Forum: User Feedback
Topic: Some feedback on the 0.2.0 demo
Replies: 34
Views: 20856

Ok, I finally played the Demo through (I've been occupied by Dominions 3 at the moment). First of all I want to say that you've done some amazing work there! Of course it's just a demo and shit, but you seriously have makings of a great game there. Anyways, here are my nitpicks. (there NPCs are too ...
by Burnsaber
Fri Jun 22, 2007 10:28 am
Forum: Design
Topic: Battle Design Topics II
Replies: 68
Views: 24937

I'm siding with Jetryl on this one. Items that have clearly only negative effects should be only allowed to be used on enemies. OK, maybe 1 player in 1000 may find some weird situation where might want to cast "Lighting bolt" upon himself, but at the same time 10 in 1000 players have to st...
by Burnsaber
Thu Apr 26, 2007 8:20 am
Forum: Design
Topic: Map Design Topics
Replies: 32
Views: 17706

Re: Map Design Topics

I think that's a good list for starters. Basically, I want map exploration to be more than walking around and talking to people. I want the environment to be more interactive and "fun", because I find random dungeon crawling in most RPGs to be a bore. :| Share your ideas here as well plea...
by Burnsaber
Wed Feb 28, 2007 12:33 pm
Forum: Design
Topic: Status Effects Design II
Replies: 1
Views: 1735

Re: Status Effects Design II

(1): Status Effect Intensities Seems awesome. I really like it how sleep now won't keep a character down for all eternity. Makes sense and simplifies the status system. I don't think that it's much of a problem, but now, a hypotetical spell Haste 2 (that gives haste on intesity level 2) is expotent...
by Burnsaber
Tue Feb 06, 2007 6:26 pm
Forum: Design
Topic: Battle Design Topics II
Replies: 68
Views: 24937

I second Jetryl.
by Burnsaber
Wed Jan 24, 2007 9:57 am
Forum: Design
Topic: Battle Layout Discussions, Part II
Replies: 65
Views: 26066

Maybe you could "turn" those squares 90 degrees? Then it would be pointy and no need for arrows.

You know, like this (but square, text is weak when making geomaetric patterns):

/\
\/
by Burnsaber
Fri Jan 19, 2007 10:00 am
Forum: Design
Topic: Battle Layout Discussions, Part II
Replies: 65
Views: 26066

In my opinion, that round IP grip looks pretty, but I'd take the clarity of a nice line IP gauge anytime.
by Burnsaber
Mon Jan 15, 2007 2:36 pm
Forum: Design
Topic: Map Exploration Design
Replies: 34
Views: 7720

That "silhouette" thing seems intresting. That system has many merits, one of which is that it allows the player to choose "their dish", so to speak. I'm one of those creeps who want their random encounters hard and not-so-numereous. Now, lets take my total opposite from alternat...
by Burnsaber
Sat Sep 16, 2006 6:51 pm
Forum: Design
Topic: Allacrost Demo Beta Testing
Replies: 92
Views: 20879

If you are able to run allacrost on the command line, give it the "-d all" option. That will print the debug information to those two files. By default, Allacrost will print no messages. Man, i'm going to get "N00B'd" for this, but i don't understand what running on the command ...
by Burnsaber
Fri Sep 15, 2006 4:55 pm
Forum: Design
Topic: Allacrost Demo Beta Testing
Replies: 92
Views: 20879

Burnsaber is there a stdout.txt, or stderr.txt in the folder with the Allacrost.exe? If so can you paste it here? Also can you post some specs of your pc, i.e. processor, video card, sound card etc... Yes, they are there. However, they're completely empty. Not even a single letter. For detailed inf...
by Burnsaber
Tue Sep 12, 2006 7:18 pm
Forum: Design
Topic: Allacrost Demo Beta Testing
Replies: 92
Views: 20879

Running Always Windows (I don't know too much about computers so i don't know what information is required :cry: . I tried to dig up something, but ended up just more confused.) - Windows xp Problem Description - When trying to start the Allacrost.exe, windows gives an error message "Allacrost...
by Burnsaber
Sat Sep 09, 2006 2:14 pm
Forum: User Feedback
Topic: WTF! This looks great!
Replies: 10
Views: 7832

Oh Sh*t!. I knew this would happen. I'm right now reading for a huge Chemistry Test ( i don't know if they have a same kind of test in English/American high schools, but this test will single-handedly make for my high school Chemistry grade). I'm sure that by Murphy's means, the demo will be release...
by Burnsaber
Tue Sep 05, 2006 8:05 pm
Forum: Design
Topic: Death
Replies: 25
Views: 6279

I acknowledge your concern, but don't see it as a significant one. If the player is stupid enough to keep losing battles but pressing onward regardless, that's their own damn fault. We might as well say "Hey, we need to be careful about letting the player run away from battles, because if they...
by Burnsaber
Tue Sep 05, 2006 6:59 pm
Forum: Design
Topic: Death
Replies: 25
Views: 6279

4. The rewards in XP, drunes (money), etc. are significantly cut depending on how many times the player had to retry the battle to win it. This might pose a problem. I see that someone might enter a.. (crap, i don't how to say this in english) Witch's Circle, so to speak, if he looses enough battle...
by Burnsaber
Sat Sep 02, 2006 3:51 pm
Forum: Ideas and Game Features
Topic: Name for Allacrost currency
Replies: 17
Views: 13029

Rain wrote:How about drunes? That sounds sexy.


I think that Rain is on to something here. I sounds familiar, thought. Anyways, Drune has my "vote", so to speak.
by Burnsaber
Tue Aug 15, 2006 7:32 pm
Forum: Design
Topic: Battle Layout Discussions, Part II
Replies: 65
Views: 26066

I find the number #3 most functional (haven't voted for it thought, i'm not sure if this is a developer's only poll, or something like that). When i saw it, i instantly understood how it worked. You toggle the attack-defend-support-item with horizontal arrow keys and special stuff with vertical arro...

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