Development

December 24, 2009 on 12:45 pm | In Game System | No Comments

Quite good progress has been made on the core engine of Redux.  The combat mechanism works in a very rough and ready sense and utilises the D100.00 roll system that I have mentioned in previous posts.

I’m currently working on a concept where there are different ‘classes’ – namely a rogue and warrior, but possibly a beserker class as well.  These different classes will effect how each level rewards a specific stat, so a warrior class will gain strength and constitution in bucket loads, where as a rogue will gain less of each.  On the subject of stats, constitution now provides both the health regen rate of a creature, plus controls the health level of a creature.  Attack and defence are similar to before and reflect the skill at attacking and defending.  Strength increases the amount of damage caused with a weapon and will be used as a ‘control stat’ for equipment (i.e. requires strength X).  However a new addition to the family is Dexterity which will reflect how dexterous a creature is.  This is a mirror stat to Strength and will also be a ‘control stat’ so equipment may have a minimum requirement.  The stat itself provides an increased chance to dodge, in much the same way as agility does in WoW.  For rogue classes it will also be used along with Strength to calculate the attack strength of each attack.

Redux

December 14, 2009 on 4:55 pm | In Uncategorized | No Comments

I’ve had a bit of a change of heart of late after spending some time developing w2.  I’m keen to get something up and running, but the sheer scale of w2 keeps growing and I’m not prepared to change things that could potentially deliver a below par game.

So I’ve decided to go back to the original concept and develop a theWulfen 1.5 as it were, basically a stop gap to get the game played again and out in the public eye.  This will be theWulfen Redux as it will go back to a link/form based system, but with a healthy dollop of Javascript and some better graphics.  One of my reasons behind this, is that I (rather sadly) played Mafia Wars the other day and discovered to my horror that it actually has many of the core elements that the original Wulfen game had.  Now if this game still uses these as a basic model then I sure as hell can come up with theWulfen in a shinier format!  This also give me a fantastic platform for developing some of the new ideas and routines that I would still use in w2

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