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Arenum


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#21 Samppu

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Posted 08 August 2012 - 10:54 AM

Also I think it would be beneficial to give warrior characters extra squares to move. They're best used up close but a lot of times they would be killed by rocks before they really got anywhere.


Yeah, this is a problem that is going to be fixed when items get implemented. Medium and heavy armor will give a lot of ranged resistance at the cost of agility. Also magicians will be able to help warriors to get close with the teleportation spell.
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#22 Samppu

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Posted 10 August 2012 - 12:35 PM

The game chat is now working! Also we have implemented five different formations for AI and now we are implementing different AI behaviors (aggressive, defensive, targeting, eliminating etc.).

And anyways, check out our indiegogo.com! We made perks a lot cheaper, so now for just 30$ you’ll receive all (paid and free!) content for Arenum. This perk can be worth more than two hundred dollars (200$)! If you think this project is worth of donating throw few bucks in! This is an unique chance to gain these perks – after the campaign is over they won’t be any longer available.

Here's the link: indiegogo.com Arenum!
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#23 Samppu

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Posted 15 August 2012 - 05:59 PM

We have released a version with the upgraded AI. Check it out! Click to download from Indiegogo.com.
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#24 Micco

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Posted 19 August 2012 - 03:05 PM

Great start. I used to play the legendary finnish game, Areena 5, a lot, so I liked this game also. The promise of a multiplayer gameplay sounds thrilling :) I didn't encounter any bugs, but when I quit the game I got some windows errors. Probably due to the DLLs?

I look forward to new builds. When the weapons store and the multiplayer is up, this game will reveal its true potential. And don't forget to add the fullscreen-possibility ;)
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#25 Samppu

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Posted 14 September 2012 - 02:31 PM

Hey guys! The indiegames-campaign is closing soon, so if you have any bucks to spare please throw them in! All money we gain from this campaign is purely going to be used for the good of the project. Just two more dollars and we hit the first milestone reward: 10 more traits will be added to the game!

Here's a link to the campaign: http://www.indiegogo...c=home&a=791485

The project is doing very good. I have just implemented a quick round system that allows you to quickly end a round. I'll be posting an updated version soon!
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#26 Samppu

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Posted 16 September 2012 - 04:20 PM

The new, overhauled HUD is almost complete. Check it out and send me some comments:

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#27 leegamestudios

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Posted 17 September 2012 - 06:20 AM

The download appears to be fixed and I downloaded the game, on my first battle I had one combatant left and he took a hit and I got this error http://i.imgur.com/5LDkh.png
I couldn't ignore the error however after restarting the game I haven't had the error again.

The game it's self is very fun to play, but I have some suggestions :-

- Until units get close enough to to fight in close quarters its quite boring and the % to hit with rocks is quite low, I think that you should be able to equip units with with other weapons which are purchasable between battles, such as a bow with a higher % chance and the AI would have get weapons as the battles progress.

- I think the players need some animations when moving even if it's just a 3 frame animation, it feels very static, which brings me on to the combat.

- There needs to be some more combat effects, at the moment it feels very stale and static.

With that out of the way, in it's current stage it's very good and feels very polished and the new GUI looks very fancy.

- Aidan

Edited by leegamestudios, 17 September 2012 - 04:04 PM.

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#28 Samppu

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Posted 18 September 2012 - 12:57 PM

The download appears to be fixed and I downloaded the game, on my first battle I had one  combatant left and he took a hit and I got this error http://i.imgur.com/5LDkh.png
I couldn't ignore the error however after restarting the game I haven't had the error again.

The game it's self is very fun to play, but I have some suggestions :-

- Until units get close enough to to fight in close quarters its quite boring and the % to hit with rocks is quite low, I think that you should be able to equip units with with other weapons which are purchasable between battles, such as a bow with a higher % chance and the AI would have get weapons as the battles progress.

- I think the players need some animations when moving even if it's just a 3 frame animation, it feels very static, which brings me on to the combat.

- There needs to be some more combat effects, at the moment it feels very stale and static.

With that out of the way, in it's current stage it's very good and feels very polished and the new GUI looks very fancy.

- Aidan


Thanks!

That error is already fixed, but thanks for reporting it! And yes, as you may have seen in the market there are tabs for buying items but I haven't implemented any to the game yet. I'm not sure about the animations because I am a terrible animator, but I'll keep it in mind. And hey, I've already added few more effects to the combat, for example, when you hit someone a nice fancy number (representing how much damage you made) "drops" from the enemy!

And hey guys, there's only 40 hours until indiegogo campaign ends! So please, I have already made a promise that if we hit 100$ (there's currently 98$) I will instead of adding 10 new traits to the game add 25 or 30 more traits! So please, support our game and we'll make it damn good! Link: Arenum @ indiegogo
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#29 Samppu

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Posted 02 October 2012 - 12:08 PM

Items are almost implemented to the game! I have now added 40 melee weapons (10 swords, 10 spears, 10 axes, 10 clubs) and 20 ranged weapons (10 bows, 10 crossbows). Here's a picture:

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#30 Vulhar

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Posted 05 November 2012 - 02:08 AM

hey, if you're attached to the current graphic style it definitely works, but if you're looking for someone to do graphics I'd be willing to do some 32*32 stuff
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