MicMotorhead, on 15 January 2019 - 11:00 PM, said:
Just found the journal section for the first time ever!
Your game has a really neato art style. It doesn't look like any other MZX game I remember playing.
Thanks!
Never really thought of having "my own" style, I guess that is just a result of the years of isolation in the north.
As an update, revamped the skill list and the skills implemented are now as shown below. Combined combat skills (Pistols, Longarms, Automatics >
Firearms, Unarmed Combat, Blades >
Close Combat) to have more non-combat skills available from the get-go.
SKILLS
- Firearms (AGI)
- Close Combat (AGI)
- Intimidate (CHA)
- Negotiate (CHA)
- Decking (LOG)
- Biotech (LOG) (+Healing when using Medkits)
- Dodge (REA) (+Dodge pool in combat)
Also fixed a couple of bugs yesterday and did some brainstorming with Jester who recently moved to Helsinki as well.
- Currently
Agility is a bit of a god stat as it affects both ranged and melee combat, action points in combat as well as the dodge pool - hence the current plan is to tweak the mechanics a bit and deriving action points from
Reaction rather than Agility and adding a separate
Dodge skill based on Reaction.
- Thinking of adding "dual attack" option in battle whenever wielding weapons in both hands, in which case the attack pool would be split for both weapons. Dual attack would thus reduce the probability of hitting the enemy for both weapons wielded and in turn allow attacking twice at same AP cost.
- The final area is being tweaked and redesigned, let's see how that turns out. The game is currently playable roughly 1/3 of the way.
This post has been edited by Galladin: 30 May 2019 - 08:24 AM