It is odd!
As I wrote in previous post, I have underestimated the difficulty of City Development story, but!
Today, I have finished not only encounter routines and 5 encounters, but already implemented map effects, like fire and mana.
Fire doesn't exist in game literally, but it is just a matter of time. Mana is reworked to effect.
The most important part, algorithms for these map effects have been done and they are easy to work with and of course, they are animated.
For example mana is no longer a collection of pools on the ground.
It is more like gas. So, once mana bag explodes it releases a small shroud of thick gas, "the mana".
Shroud expands and shrinks based on its concentration (resource), acts like malevolent shroud.
If creature with mana perk founds itself inside it uses its ability if mana shroud concentration is enough for it.
It means: marathoner would be constantly hasted in shrouds, panisher will regenerated like mad, torturer will be enrages and helmint will spawn at alarming rate etc.
Good news! Even if mana became considerably more dangerous now it will evaporates eventually.
Try to use tactics when fighting necromutants in mana shrouds!
So, I'll add fire to the world of Fallen (flamethrowers? Explosions? Grenades?) and will start big crafting overhaul.
PS
You can taste new mana concept. I have updated a build. ^_^
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