NokiMo
Syvaron
Syvaron

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V0.6.1

Somehow changing to hexes was a lot harder than I thought

Changes:

- battles now use isometric hex-tiles

- smaller battleMaps

- some control changes (QEADYC to move, S to Seduce) 

- dragging screen is now done, holding the middle mouse button, so you can scroll while having something selected etc.

- changed the bars(hp,mana etc) to numbers which change color based on their value. (quite awkward to fit multiple bars without covering other hexes too much). Once used to it numbers are probably better?

- some more buttons on the battlescreen, so its technically possible to play with mouse only


Notes:

- values for movement etc not adjusted for smaller map yet

- Charactersprites are still the old ones

- shouldnt break saves of prev version (v0.6.x)

- probably really buggy


Any opinions/suggestions for mapSizes, controls, ui for health etc ?




Comments

Maybe, Im still not sure if I keep the size mechanic, I guess I'll just make a poll about it

Syvaron

will small characters get smaller combat sprites, and large and giant characters bigger sprites?

Secured Party

Well, if effective range of movement/skills is going to decrease, then current size (or +1-2) seems to be just fine. Will need to play around for a bit to see how it goes with contorls, but on the first sight they are pretty decent. As for the ui for health nd related stuff, I do have a couple of comments. First of, I think that right now the amount of text is a bit overwhelming - there's a name, stats, and also movement cost. Not to mention that it's hardly readable when you zoom out, and on some terrains certains colours can be harder to notice. That being said, I agree that status bars near each of the characters would look rather awkward, if not downrigh ugly (especially considering change from flat to isometric models). Overall, for the time being I think it's good enough with minor tweaks, but in the long run text display is not solution. As for the minor tweaks, if you would, IMO just showing movement cost to highlighted tile only would eliminate some of that text clutter. For long term I would suggest removing character hp/mp/etc from the battlefield and move them to the side bar (like in typicall tactical rpg), where when you highlight character on the field corresponding icon with hp/mp/other states would be highlighted on the sidebar.

Monceber

CentaurGlobalVirility gives a bonus to Fertility; The baseSpecie upgrades that unlock Sizes are still present, is it intended?; Lust weakening threshold is slightly below 50%: 10/21 will apply the weakening effect; The Lava Broodmother has difficulty moving in Rocks and Lava despite branching from Lavagirls and having LavaTrail; Fleeing is broken, you can flee from anywhere on the "X" formed by the top and bottom corners; TokenChars must also be in position and have 6 AP to flee; Meteor AoE does not extend on the sides; The player can have both Broodmother and Manatransfer and "create" mana. Draining trait could do something similar, haven't tested it;

Alex

Inspiration for your UI, you could treat your monsters as heroes like in Warcraft 3. It's got a lot in common, 4 skills and cooldowns, hp/mana bar, exp/level bar, effects and other stats. You could show the range of possible damage too!


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