Info/Suggestions

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Info/Suggestions

Post by Myre on Thu Feb 19, 2009 6:08 am

Well, I figured I should announce that there will be a demo in which the classes can be tested out within the next few weeks. So far, almost all the mages are complete and I've started working on mellee classes.

The classes are a little... Different.. Then most games. You choose a fairly week hero (Making this a crucial team effort in the beginning) such as a Mage's Apprentice, Squire, Builder, Merchant, or Thief. After reaching level 10, you have several options to choose from regarding a sub-class. All your original abilities are replaced with more power ones, (Or weaker, depending on the class' focuses) and you change model and stats and such. Your level is kept, but the max level is 25. Currently no abilities can be leveled and you start with around 5 in a spellbook for each class.

Anyways, what I have so far for classes CAN and WILL be changed in the future.


Apprentice Mage can sub-class to: Priest, Combat Mage(Magic Focused), or one of the four basic elementalists (Water, Earth, Etc.) The elementalists can mix elements to form more powerful spells. (Earth and wind = sand blast, things like that.) The mage that casts the spell initially (The one who initiates the combination) will gain control of where the new spell is to be cast.

Squire can sub-class to: Swordsman, Axeman, Barbarian, and Combat Mage(Mellee Focused). The mellee classes aren't very special in many ways, except for dealing huge amounts of damage and taking a lot of hits.

Thief can sub-class to: Hunter, Rogue, or Assassin. The Thief classes do what you would expect them to do. They have no significant bonuses other than the ability to deal even more damage than the mellee classes at the cost of having less health.

Merchant can sub-class to: Alchemist(Explosives and Potion) or Blacksmith(Powerful weapons and armor) Merchants and their sub-classes create items to aid their allies. Merchant items consist of both classes, but weaker variations of each.

Builder can sub-class to: Architect, Engineer, or Specialist. Architects excel in creating extremely sturdy barricades. Engineers create clockwork machines to aid in combat. Specialists can create deadly magical traps and various magical apparatus. (Mana regenerators and things.)

Post suggestions about gameplay. Most classes have abilities you would expect them to (Barbarian has bloodlust, Assassin has a chance to instantly kill enemies, bla bla bla) so what I'm really after are ideas for some of the creatues that can attack you. Each class has the ability to create one building specific to their role on the team.

IMPORTANT!! Features that will NOT be featured in the demo.

Merchant and Builder will not be in the demo. There is a chance thief will not either.

Each class will NOT have their role-specific building.

The map will not be fully triggered. At the moment, there are debug commands that must be typed by Red for everything to work out correctly. A list can be found in the Quests (Until public release, where all but the useful ones will be removed)

There is no intro.

Terrain will not be finished.

And last but not least, it is not guaranteed to be bug-free.

Questions and comments! Go!

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Re: Info/Suggestions

Post by darkwulfv on Thu Feb 19, 2009 6:13 am

Wow, I wasn't really sure if you WERE working on this stuff or not. Glad to see you are.

Wish I hadn't lost DTW...

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Re: Info/Suggestions

Post by Fewmets on Thu Feb 19, 2009 6:26 am

I want to be included in the demo please!!!! XD

Is it going to be open or closed demo?

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Re: Info/Suggestions

Post by Mooo-Gunsniper on Thu Feb 19, 2009 10:36 pm

Hooray! I look forward to your demo! Razz

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Re: Info/Suggestions

Post by Myre on Sat Feb 21, 2009 2:44 am

Important Update!!! My monitor is on the fritz! Probably going to delay the demo on the account of me lacking the distinct ability to see ANYTHING BUT THE FUCKING COLOR BLUE!!! That is all. Remember to check my Twitter. Posts for Into the Depths start with "ID:".

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