The Old World is a top-down 2D Sandbox RPG focused on a dynamic game-play as well as creating a rare interaction with the environment and AI inside the game. The World is randomly generated, allowing for a fresh new start of an adventure every time you choose to create a new character. With an ever-changing World where history is made every second of game-time. You're apart of creating that history, every choice you make will have an impact on the world, Whether it is a good or bad impact is your choice to make. Villages may arise from only a handful of people and may in time either grow and bloom into a larger settlement or crumble and fall. You have all the choices in the world and more, nothing is nothing pre-determined. Everything is yours to change if you so wish. The World is yours for the taking. No Limits, Pure Sandbox.
Showing off a small Combat Stress-test Teaser video, Explaining new Improvements and explaining a bit more about the Infuse System and a Buff/Debuff System.
Posted by Joxno on Aug 25th, 2012
Hey there everyone,
I thought I'd put out a small article before I release a new video update next week explaining more about the additions and improvements to TOW.
Here is a small stress-test video of the combat mechanics currently in place, although keep in mind there are still large tweaks and edits that needs to be made but I think the first test turned out pretty decent even though there are a lot of things going on simultaneously.
There has been a ton of new Item additions both system wise and Items added.
In terms of System additions I've added support for basically any Item you could think of which means I can now easily implement tons of Items without too much effort.
When it comes to Items I've mostly focused on Combat related Items such as: Arrow, Poison Cloud Arrow, Explosive Arrow, Water Arrow, Bow, Sword, Axe, Throwing Knife, Knife and tons of other Elixirs that can either be thrown or consumed.
As I had mentioned in my earlier development video I talked about something I'd like to call an Infuse System. This system will make you able to Infuse an item with different properties, some of which may be really simple such as: Increases Agility by 5.
But will also include more fun Infuses like: 20% Chance of casting a Fireball on your next Melee Attack, 25% Chance of Random Teleportation when damaged.
I'm currently implementing a Buff/Debuff System which will support a lot of plain things like DoT(Damage over Time), HoT(Healing over Time).
But then there are more fun things, an example would be: Say you're being chased by an Enemy and you decide to turn around and throw an Elixir of Random Teleportation, this will cause a Debuff on the target enemy (If said Elixir hits) which might be something along the lines of:
- Every 10 Seconds Unit is Teleported to a Random location within 20 tiles of origin.
This might be useful or not but still a small little fun taste of what is to come and what is possible with this system.
Improvements I have made in general are quite immense even though not really visual.
- Rewrote entire Doodad System.
- Rewrote entire Projectile System.
- Rewrote entire Job Manager System for the Empire System.
- Rewrote tons of Logic for the Empire System.
- Fixed Research System for Empire System.
- Added 8-10 Plugins for Item System to support all different kinds of Items.
- Rewrote how Items are dropped from Doodads.
- Improved both performance and memory management.
This list might not sound like much but in terms of code and the way these systems work now the improvements are immense and will allow me to easier and faster implement various new things.
So as a conclusion, it's been a little while since my last development video but you should expect to see on at the beginning of next week which will explain these changes a bit more detailed as well as show off a ton of new and exciting things.