Yes it has multiple floors, and multiple elevation map sets. I'm not saying anything about that statue
Thanks MT, actually I am still counting on you to beta test for me, if you are still up for it? I would appreciate it. But no worries about time length, I am going to give bug testing 1 month of time before the first public release, so that other people can enjoy a well ironed out game first time through.
There isnt much potential for bugs though. I took a break from map making and setup the global events - using flasks, using bandages, counters etc, and kept it simple yet usable. I think probably 99% if not 100% of collision data is foolproof too. The only things that might arise are story based events, but fingers crossed there wont be any issues.
I've also recently set the default lighting and fog for day and night. I have 10 map spaces left, so when I finish off all the essential map assembly I might just put in a few bonus levels depending on how much time I have left.
All recovery items have been made, and sadly I had to take the shells out of the healing item range. They will be a quest item, though... So not a great loss. They just looked too fragile for a warrior to be carrying around...
Anyway just so you all know my game will have these differences :
- Varied combat, enemies throw both quick and slow attacks, and the player has a vast array of different weapons with different speeds.
- Enemies who mix up attacks, and have different 'stun' lengths
- Limited magic and special effects. I want my game to be more of a raw, combat game, where you learn to use your weapon more than rely on magic. The environments are bleak, desolate, and neglected... So it fits the setting.
I done a poll about removing magic a while ago, but the final scope keeps bumping magic off the list. We'll see. My game is in the KF framework, after all.
Thanks MT, actually I am still counting on you to beta test for me, if you are still up for it? I would appreciate it. But no worries about time length, I am going to give bug testing 1 month of time before the first public release, so that other people can enjoy a well ironed out game first time through.
There isnt much potential for bugs though. I took a break from map making and setup the global events - using flasks, using bandages, counters etc, and kept it simple yet usable. I think probably 99% if not 100% of collision data is foolproof too. The only things that might arise are story based events, but fingers crossed there wont be any issues.
I've also recently set the default lighting and fog for day and night. I have 10 map spaces left, so when I finish off all the essential map assembly I might just put in a few bonus levels depending on how much time I have left.
All recovery items have been made, and sadly I had to take the shells out of the healing item range. They will be a quest item, though... So not a great loss. They just looked too fragile for a warrior to be carrying around...
Anyway just so you all know my game will have these differences :
- Varied combat, enemies throw both quick and slow attacks, and the player has a vast array of different weapons with different speeds.
- Enemies who mix up attacks, and have different 'stun' lengths
- Limited magic and special effects. I want my game to be more of a raw, combat game, where you learn to use your weapon more than rely on magic. The environments are bleak, desolate, and neglected... So it fits the setting.
I done a poll about removing magic a while ago, but the final scope keeps bumping magic off the list. We'll see. My game is in the KF framework, after all.