I knew at an early age that I wanted to make a career out of writing about games, and now I have. You'll find most of my stuff right here on HonestGamers, of course, but don't be surprised if my name pops up elsewhere. Living out my dream keeps me very busy, and I wouldn't have it any other way!
I've just finished adding the final significant features to HGWars today. The final addition was the 'Pray' feature, which ironically is one of the first things I had in mind when I decided to even tackle the project!
Basically, players can 'pray' in-game to raise 1 or 2 levels (their choice), so long as they have the necessary HG Points. The number of HG Points required increases based on the number of experience points required to level up. Characters of the cleric class will also receive a discount.
Last night and this morning (they all blurred together for me), I got the last of the huge feature additions out of the way in HGWars.
It's now possible to buy weapons, armor, helmets, shields, boots and accessories. Or at any rate, it will be once I create the actual items. I've put the framework in place to easily do so, and I threw up a few pieces of equipment just for testing purposes (though they'll stay as the first available gear).
I also went through the battle page and added the digits into the scripts. I haven't been able to test much just yet, but as far as I can tell everything is working smoothly. Combined with mercenaries, gear should give the game that extra bit of depth and customization to make it feel more like a well-rounded experience.
Okay, so I added another feature to HGWars today, but only because it's one that I'm really excited about.
Now you can place mercenaries within your fortress. They cost varying amounts apiece and they will boost your stats, depending on what mercenary types you hire. I believe that I have successfully coded them into the battle system so that everything is working, but it's early to tell because right now I can only afford one mercenary and people keep kicking my butt before I can even recover. But whatever. I'm not bitter at
EmP them. Not one bit!
More people should call me dishonestgamer, I guess, because tonight I made a liar out of myself and added another feature to HGWars.
This feature won't do anyone much good just yet, but it's laying the groundwork for important stuff.
It's now possible to buy a fortress. The way this works is that you have to start with the weakest fortress. You can only buy it if you meet certain requirements, which include your character level, gold required and property in your possession. From there, each upgrade has its own requirements. As you continue to improve your fortress by purchasing upgrades, you'll find that you have the capacity to recruit more mercenaries.
As stated previously, I won't be doing a lot of big changes to HGWars for awhile, but I got up late enough today that I couldn't really attend to my other project in a meaningful way before getting ready for work (where I am expected to make an appearance in just over an hour). My brother-in-law needed some help getting his wireless running on the computer he got, plus I had to eat and I need to hop in the shower.
Anyway, the time I had went to working on HGWars. Even though I didn't have a lot of time to devote to it, I stopped up two important loopholes... in addition to one that I fixed late last night/early this morning. The three total changes are as follows and probably won't affect most or any of you, since you likely didn't know about them:
Over the past few days, I've done a lot more work on HGWars than I had planned. It's a lot closer to a working game than I had expected it to be by now, but there have been numerous changes and I need to see how they play out.
Therefore, I've wiped the characters and everyone will need to start fresh. This has a few benefits and will allow me to more easily examine potential balance issues now that everyone will be starting fresh with all current safeguards in place. I'm interested to see what different strategies people will try now that everyone will have to gain stats the same way, and without ridiculous real estate schemes giving some people more gold than they really even needed.
Well, it's almost 5AM and I've stayed up the whole freaking night tweaking the battle system and a few other things. Here's a rundown of the updates:
* Attack damage now fluxuates, meaning a level 35 mage with 50 WIS won't always hit for 73 damage if he keeps attacking. Sometimes it might be more like 67 or 75 or whatever. Just random numbers, but you get the idea.
* Critical hits are now possible, both from the offensive and defensive sides of a fight. You have a better chance of getting critical hits if your luck rating is high, though you stand a chance of getting them even when that's not the case (your odds are just lower). Critical hits still shouldn't be terribly common, but you should start seeing them often enough that they should be factored into any strategy.