Usually I dont like element systems. I favor simple hack n slash/grind over tactics ;)
Ontopic:
I am not sure if someone allready mentioned this and I have overread it, but I suggest a simpler system: Lets say the player deals a certain amount of damage and this is the base (100% Damage). Now this damage is split into the single elements. i.E.
Total Weapon Damage: 120 Mods Weapon1 = 1 Fire :: 100% Fire - Deal 120 Firedamage (modified by resitances +/-) Weapon2 = 1 Fire, 1 Wind :: 50% Fire (modified by resistances) + 50% Wind Damage Weapon3 = 2 Fire, 1 Ice, 1Wind :: 50% Fire(60dmg), 25% Ice(30dmg), 25% Wind(30dmg)
This Way you dont have Damage spikes but the player can specialize if he wants to. A Weapon with all Elements will deal always average damage. A weapon with just fire damage can deal really much damage against the right monster but really low/none damage against fire resitant monsters.
Technically you can just split the attack roll into 4 calculations:
Yea you are right, it is just the 4th enemy I made with the challenge in mind and it may be a little bit confusing that you can see all ships here. I just removed the 15minutes tag, because I think the preview image is still better the way it is now and I also realized that this entry allready had some favorites which makes it even more unfair/confusing.
The animation is allready inside the "oa_default_scene.blend"-file from Unknown Horizons. As the tile underneath I used just a transparent plane, because I was not sure how they render their tiles. If you want me to change something, just leave me message.
(If this file/animation is accepted, please keep your money and buy yourself something nice as a reward for this great site! )
Congratulations on this release its again a huge step forward and allready very addicting for an alpha. Not least because of your great tileset and models.
I think you are just looking for the wrong thing. The thing you call "sprites" are just sprites as pixel art. The screenshot you posted use sprites too, they are just drawn in a different style. So in general you dont have to look for a different RPG Engine, you just have to look somewhere for graphics to replace the existing pixel art sprites with new sprites in the style you are looking for.
What do you mean with "sprite-based" ? For me a sprite is just a 2d graphic to blend over a szene. What is the opposite you are looking for? A 3D-Model ready engine?
If I remember right then RPG Maker had round based combat system too.
Maybe we can be a better help if you explain a little bit more what you are looking for. Are you looking for a GameCreationKit (Something like GameMaker / RPGMaker / Construct), or just a Framework? Prefered coding language?
Yep, its the other way round. On that site artists offer their service to get people code something.
Usually I dont like element systems. I favor simple hack n slash/grind over tactics ;)
Ontopic:
I am not sure if someone allready mentioned this and I have overread it, but I suggest a simpler system: Lets say the player deals a certain amount of damage and this is the base (100% Damage). Now this damage is split into the single elements. i.E.
Total Weapon Damage: 120
Mods
Weapon1 = 1 Fire :: 100% Fire - Deal 120 Firedamage (modified by resitances +/-)
Weapon2 = 1 Fire, 1 Wind :: 50% Fire (modified by resistances) + 50% Wind Damage
Weapon3 = 2 Fire, 1 Ice, 1Wind :: 50% Fire(60dmg), 25% Ice(30dmg), 25% Wind(30dmg)
This Way you dont have Damage spikes but the player can specialize if he wants to. A Weapon with all Elements will deal always average damage. A weapon with just fire damage can deal really much damage against the right monster but really low/none damage against fire resitant monsters.
Technically you can just split the attack roll into 4 calculations:
Weapon: 100 Damage (1 Fire mod, 1 Wind mod)
Enemy: 30% Fire resitance, -20% Wind resitance
Damageroll: 50 Firedamage -> (-30% resitance) -> 35 Firedamage
Damageroll: 50 Winddamage -> (+20% weakness) -> 60 Winddamge
Total: 95 Damage
Yea you are right, it is just the 4th enemy I made with the challenge in mind and it may be a little bit confusing that you can see all ships here. I just removed the 15minutes tag, because I think the preview image is still better the way it is now and I also realized that this entry allready had some favorites which makes it even more unfair/confusing.
Nice idea, and nice model for just 15 minutes!
My entry: is just an addition to an existing entry. I created another pixeled spaceship http://opengameart.org/content/spaceship-set-32x32px
enemy_4.png (took exactly 15 minutes to create)
My first try to animate something and I started with blender just a week ago, so the file may be a little bit messy :)
Anyway, I hope you can use this little animation anyway. Its based of the allready mentioned rainbow trout model by WeaponGuy (http://opengameart.org/content/rainbow-trout)
The animation is allready inside the "oa_default_scene.blend"-file from Unknown Horizons. As the tile underneath I used just a transparent plane, because I was not sure how they render their tiles. If you want me to change something, just leave me message.
(If this file/animation is accepted, please keep your money and buy yourself something nice as a reward for this great site! )
http://opengameart.org/content/animated-fish-swarm-ready-for-isometric-r...
I like it! Very well done!
Congratulations on this release its again a huge step forward and allready very addicting for an alpha. Not least because of your great tileset and models.
I think you are just looking for the wrong thing. The thing you call "sprites" are just sprites as pixel art. The screenshot you posted use sprites too, they are just drawn in a different style. So in general you dont have to look for a different RPG Engine, you just have to look somewhere for graphics to replace the existing pixel art sprites with new sprites in the style you are looking for.
What do you mean with "sprite-based" ? For me a sprite is just a 2d graphic to blend over a szene. What is the opposite you are looking for? A 3D-Model ready engine?
Screenshot is working:
I have googled a little bit and found these two (I have no experience with any of them, just found them):
www.spheredev.org/wiki/Main_Page
http://hamsterrepublic.com/ohrrpgce/Main_Page.html
If I remember right then RPG Maker had round based combat system too.
Maybe we can be a better help if you explain a little bit more what you are looking for. Are you looking for a GameCreationKit (Something like GameMaker / RPGMaker / Construct), or just a Framework? Prefered coding language?
Best regards,
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