And again, a good week of work !
I didn’t do everything planned though, because I have been taken by the 2D artist’s new assets, so I had to check & integrate his art in the game. You can see the new Main menu in the screenshot at the bottom of this post.
After that, I worked on the Warlock. He turned out pretty well, with a bunch of interdependent abilities that made him significantly different (and harder) to play than the Elementalist Mage.
But to tune him and make him somewhat equal to the Elementalist, I created a dps counter history graph, and it has proven to be very useful ! You can see it in the screenshot above. If you look closely, you’ll see that Iris, the Warlock, got 2 peaks in her 12-second average dps ; these peaks were way too high and made her best dps by far. Knowing that, I was able to lower the effect of her ability that allowed her to do such high dps (it was her Demonic Form ! ).
Using the counter, I also re-tuned the Man at Arms, the Priest & the Paladin specializations to produce more balanced damage & healing.
This counter will be available in the final version, both for players enjoying theorycraft wanting to optimize their party capabilities, and for Modders wanting to tune existing classes or to create new ones.
Next week, I’ll be doing the last mage specialization : the Arcanist. This time, I know what I want to do with him : he’ll be a Haste (ie: speed) based mage. I still didn’t design him, but starting on this base should lead to a special gameplay once again (hopefully ! ).
If I have time, I’ll also incorporate the race bonus in the game ; it has just hit me a couple of days that I could use the existing talent system to do that, instead of creating a separate mini-system, so it should be easier to integrate and also allow for more creativity.
And I’ll also probably go on improving the GUI, if the 2D artist goes on providing the new assets.
Cya in 1 week to follow all that !