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"Implementation is left as an
Friday, November 4, 2011 - 12:13

"Implementation is left as an axercise to the reader :) "

haha, yes.

So, one possible issue with automatic advancement is if there are limited points, players need to carefully control their actions to be the most powerful. See: Oblvion, where min-maxing requires absolutely backwards decision-making.

Or, say you're temporarily stuck with a sub-optimal or unfavored weapon. Maybe you're in an area that's easier with a longbow, or maybe you only have a longbow but you wish you had a good sword. Now your character is advancing in an unwanted way.

I guess this isn't an issue if points are unlimited, or points aren't harder to get as you get later in the game. But few viable systems have absolutely linear progression like that.

JasonWoof, indeed. I hope to
Friday, October 28, 2011 - 13:04

JasonWoof, indeed. I hope to supply about 10 great tile sets, a few dozen monsters, etc... all the tools that other people can use to build new campaigns, or expand on the existing world. If it gets momentum, there could be many fan-made, 100hr campaigns to choose from.

Also, eventually we'll have quality random-dungeon generation in the core engine. Those will be exciting times.

Also
Friday, October 28, 2011 - 09:05

Also

> I was asuming that the long-term vision of this game is to target 50+ hours for one play-through.

That is crazier than a soup sandwich. No offense, just wanting to add some perspective here:

Making decent game content takes quite a long time. Even if I stopped coding on Flare and focused all my free time on content, it will probably take me a month to create one additional hour of gameplay.

My "oh shit, this might be aiming impossibly high and I could fall way short" goal is to make a 12-hour single player campaign. Which I expect will take a year minimum.

I don't mind resetting skills
Friday, October 28, 2011 - 08:47

I don't mind resetting skills. Savegame files are in plain text; if you need to respec, for now, just set build=1,1,1,1. I can do an in-game method later.

Having attribute levels always cost the same is an interesting idea. I'll keep it in mind. If it's a popular request, I could implement it as an engine option.

Neat! Nice addition to my old
Monday, October 24, 2011 - 20:53

Neat! Nice addition to my old set.

We'll remove the entry if
Friday, October 7, 2011 - 00:22

We'll remove the entry if they fail to attribute properly.

You have a misconception about the requirement that "remixes be shared". I assume you're talking about CC-BY-SA. Let's say I create a derivative work of a CC-BY-SA work. If I only keep it on my hard drive and never distribute it, I'm not in violation of CC-BY-SA.

Share-Alike means that if I actually do distribute this new work, I must give attribution and must use the CC-BY-SA license. When we remove the art from OpenGameArt isn't no longer being distributed (here at least).

Good point about forests.
Wednesday, October 5, 2011 - 11:46

Good point about forests.

I grew up near woods and wandered them on occasion. The level of detail needed to really capture a forest is tough. I'm not even sure how games would handle moving through underbrush, getting caught on thorns and branches, etc. The feeling of really being in a forest is much different than the way it's done in any video game I've played.

I'm a whore for bridges, or
Wednesday, October 5, 2011 - 09:10

I'm a whore for bridges, or bridge-like structures.

Let me run atop a massive, ancient, crumbling aqueduct and you've given me my new favorite game.

I see, getting closer.
Friday, September 30, 2011 - 08:21

I see, getting closer.

Please try again, this is a new upload:

https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip

Feel free to report issues
Friday, September 30, 2011 - 07:25

Feel free to report issues like this as soon as you see them. You're the first to report it (though it's not an issue for people who have the SDL frameworks installed locally).

I put up a fixed (hopefully) version, please try it:

https://github.com/downloads/clintbellanger/flare/flare_osx_v014_1.zip

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