Wednesday, May 21, 2014

Changing Pace

We have decided to strive forward in a different direction for LOTDP. Gundrake’s Fall has officially been put on hold for the moment. We will continue to build within the LOTDP chronicles though. We have started the steps to prepare for a small chapter in the LOTDP universe, Loazen’s Salvation.

Loazen’s Salvation will be a smaller tie-in game to get the lore off the ground and into the hands of players. It will contain many of the systems already talked about for Gundrake’s Fall, but will physically be a smaller (less time to play) game. The scope will be smaller, and therefore, completed more quickly.

We will post as developments change.

Tim Billson
Bayne Media

Sunday, April 27, 2014

Poisons

Today I was working on Poisons and how effective they should be. As in, how potent is too potent. How long should they last? Should they be easily curable?
Some poisons will only last a few rounds, while more potent poisons will last until cured or death. The amount of damage will change with the potency of the poisons as well as other effects that may take place.
Someone who takes the “Toxins” skill set will not only be able to learn different types of poisons but will also learn how to protect themselves from being infected to an extent.
What do you think? I think that poisons should play a much larger roll in video games, and in ours, they will.
PS: Bosses WILL be effected by poisons to their regular extent, within reasons of course.
Tim Billson
Bayne Media

Tuesday, April 8, 2014

New Skills On The Horizon

Currently I am working on creating all the tiers of skill needed for the leveling system. I would say that the skills are probably 30% done overall. Currently, I'm working on the magic skills specifically. I just created some different Stone spells; spells meant to trap an enemy in stone. Unlike other games though, the more you use this skill, the more effective it becomes. The stone skill lasts longer, and actually does physical damage at its peak level.

The same will happen for skills such as sleep, poison, paralyze, slow and so on. I plan on making the third(final) tier for all the skills to have some hybrid abilities. An example of this would be a skill such as paralyze effecting an enemy to the extreme that they can break the spell maybe but one of their limbs might be permanently effected.

Talk again soon,

Tim Billson
Bayne Media

Friday, April 4, 2014

Title Roll

Well the title roll is done. Maybe a touch up here or there, but for the most part, I am happy with it. Check it out and let me know what you think.

Sindaine
Bayne Media

Tuesday, April 1, 2014

The Writings of Bangnook

Occasionally, I will write specific pieces of the legend here. Please note that some of this information you may find in the game, some of it you will have to ready here. Enjoy!

“The Book of Ra is said to have been written by Cerebus before The Santo War. Cerebus poured his hatred into the pages of that book. It has been rumoured that a simple sighting of the book can taint a beings essence, changing them forever. Cerebus had that power. Had, being the real word there. Nothing was the same after Quotar came here. He rose too quickly in the ranks; most of us hated him without cause when he was first banished here. There was something about him though. Something – unnerving. He had eyes that would peer into your soul, sharp and harsh like ice pellets crashing through you in the Necem blizzards.

His might was only challenged by his own torment. No one knows why he was sent here, but we do know that he would never return to The Black Sun of Neiacan. Apparently he was a prisoner there for many years. He escaped only to find himself at the beck-and-call of Cerebus; hand picked to do the dirty work.

Tonight, tonight we have been summoned together by Quotar to rise against our master. I fear what will happen when either wins though. We are the many, but we are the weak. What is our fate if we lose? Surely they would have no difficulty replacing minions such as myself.

Perhaps I will retreat to my shadow; maybe neither will notice I’m not there. I’m sure some of the lesser demons will miss me, but if it’s their soul or mine to be destroyed, well, I’d hate to see my evil go to waste.”

- Writings of Bangnook; Commander of Demon Hoinclik Level 9

Sunday, March 30, 2014

Title Roll In The Works

Between yesterday and today, the goal was to complete the title roll for Gundrake's Fall. We're close; a few more tweaks and hours of rendering, but then it should be done.

Again, once polished enough for a true test run, I'll record the whole intro and post it here for all to see.

If there is time, more work on the battle engine should commence today as well. This system is trickier then I had originally thought, but it'll be worth it when its done.

Until later,

Sindaine
Bayne Media

Friday, March 28, 2014

Working On Battle Tactics

Hey there,

Currently we are working on the Battle Tactics subclass of Offense skills. Trying to really iron out abilities that we haven't seen in these types of games, abilities that could really be fun to explore but also challenging to mix into a regular turn order.

Like the other abilities, all these have to be able to be leveled up as well, which creates a whole new challenge as well.

Once the list is finalized, I'll post it here with a brief summary of what each skill will do. Feed back will be great at that point! Make sure we're moving in the right direction.

Until later,

Sindaine
Bayne Media

Thursday, March 27, 2014

And so it begins...

Production on Gundrake's Fall has been underway for months now. Gundrake's Fall is a 2-D, old school style RPG, that hopes to bridge some of the gap from that era of gaming to today. Graphically, the main aspects of the game have been completed. Sprites, original tiles etc. Story is always being worked on, but today I started really diving into the class and skill leveling system.

Planned, is a system where you pick one of three (1 of 3) catergories to begin learning skills. These skills consist of many things depending on how you want your party to be made up. Parties will consist of 4 members maximum. The three categories will then be split again by three. Example: If you choose the "Magic" category, then you will also be able to then choose "Black Magic", "White Magic", or "Grey Magic". Each sub-category has it'sown spells/skill that can be learned.

Every special ability you decide to learn and use in the game can be upgraded. Let's say it again. EVERY special ability...so even spells like "Sleep" can be upgraded to have a better hit rate, effectiveness rating, longevity or maybe even extra things to go with it. This is something that we have never seen in an RPG such as this. Usually, people ignore spells or abilities like theis because they simply are not worth the turn to use. We hope to change that.

The basic structure for all the categories has almost been completed on paper. Once completed, the next step is impolimenting it into the engine its'self and making it work. Our system allows the leveling of abilities based in how much you use them. Individual to the character, but learned as a team. You gain Talent Points (TP) as a team with each victory in battle. Some abilities will give you more then others. This pool of TP can then be dipped into for any team member to earn a new ability, even if they aren't active in the party!

Last example. So for the above, say you have two characters fighting, and they earn 25TP during the battle. The player can choose to use all 25TP on 1 ability for any character or break up the TP and use it for individual ability learning for a few characters based on how much TP you need to learn the abilities.

That's it for now. I'll blog again as things change.

Stay tuned!

Sindaine
Bayne Media