Weapons & Gnolls (Status Report)
Added 2016-06-27 17:12:28 +0000 UTC
Finally back to twerk after a long weekend! This week I will be working on the next quest and weapons. The next quest will have you venture out into breezy mounds to find a missing explorer.
Today I've made a scrawnier gnoll (left) and shaman skin for it. It's a lot smaller and less prim hungry than the one on the right, which means I can add more than one or two per quest! I'm also considering adding a spitroast sort of animation to add to the gnolls, since the userbase will likely enjoy that.
Players have requested a way to track achievement progress. I'll add that to my to do list this week, as long as time and my memory permits. Poke me if I forget.
My current thoughts on how weapons should be implemented is:
- Weapons are not limited to a class. Each user can wear any weapon they like. Casters will just use them for stats/decoration, they will not affect their animations. Monks will also only use their weapons as ornaments as they use their body to attack.
- Weapons will be sidegrades, I will try to keep them generally balanced but some weapons might be better than others for a specific class.
- I don't yet know how players will acquire weapons, but there will be a couple of starter weapons available to everyone.
- Weapons will likely be tied to thongs. If you set a weapon while wearing a specific thong, you will auto-equip that weapon next time you equip the thong.
Questions for the users:
- How should players acquire new weapons?
- I want to introduce a new trap this quest. Any suggestions? It would need to fit the theme of: Ancient fort, rolling hills, and/or gnoll burrow.
- What spells should the gnoll shaman have?