Posts Tagged ‘features’

This blog is mainly me thinking aloud on how items should work. Non of this is either set in stone, or the best way to go forwards. It’s just writing down some ideas on how to use ingame items in the context of Battlelance.

Items add a new layer to the game, they can be placed by a level designer at a critical point to just give you that health potion at just the right time. For Battlelance I hope to implement just that, but also more. The different characters already start with a certain equipment (atm just stats and abilities), some of those stats and abilities, like the possibility to strike with a sword or the armour rating of a fighter should be coming from the equipment he’s wearing. This means that items give these abilities and effects, but they can give them at certain times. A health potion can be drunk from the backpack, but a sword can only be used when equipped. This means an Item has a 4 lists:

  • Backpack effects
  • Backpack abilities
  • Equipped effects
  • Equipped abilities

Once a played picks up an item, the backpack effects will start to take effect, and the backpack abilities should be added to the list of player abilities. Once an item is equipped to the right slot (should be an property of the item), the equipped effects and abilities come into play. Equipping items should cost time, if it would cost an entire action point (you get one of them per turn). It means the player has to think very carefully about when switching weapons.

Chest with healing potion

Chest with healing potion

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After a few months of work I’m releasing an alpha version of the game for people to play.  It’s the core of the gameplay for you to check out. This is an early version so here are a few things that aren’t in yet:

  • Animations on characters
  • Sounds or music
  • Lots of dungeon master tools
  • And there might still be some bugs here and there

So what is in this version you ask?

  • Become a wizard and choose between a white, red and black wizard. Or become a thief, fighter or cleric
  • Play an entire party of 4 characters and control them all, or if you’re with more people you can split control between players
  • Play online, over LAN or PBEM
  • Play as a dungeon master and summon monsters out of the line of sight of the party
  • Play deathmatch games and take on other characters
  • There are currently 26 different player abilities (spells, weapons and skills) and this will increase in future version, perhaps with input from you
  • Particle effects for most abilities
  • Build on Java and opengl, so it should work on Windows, Linux and Mac (you might need to copy the native libraries from Battlelance\native\<platform> to Battlelance\native. On default Windows libraries will be loaded.

Installation
  1. Make sure you have Java 1.7 installed. Or download it here.
  2. Extract the Zip file anywhere.
  3. If you want to set your resolution other then default edit this in etc/game.properties (open with any texteditor)
  4. If you want to do a PBEM, you can set your SMTP server settings in the same file, so Battelance can automatically send your turn files.
  5. For Windows users, just run the Battlelance.bat file
  6. For Linux users run: java -Djava.library.path=”native/linux” -jar BattleLance.jar etc/game.properties
  7. Mac users run: java -Djava.library.path=”native/macosx” -jar BattleLance.jar etc/game.properties

And play! Do mind, this is a multiplayer game, there is no AI build in at this moment (this might be something for the future).

Have fun!

Burning skeletons alive! Or something...

Burning skeletons alive! Or something…