DevLog #21

The Kickstarter for Sentia Arena is at 125%! Go team!

I started early on Feburary’s Free Game. This time it is going to be a digital version of Apprentice called Cave of the Goblin King! It will be a simple simulator with premade party of paladin, rogue and wizard against a team of goblins. Of course, CotGK will be just a first step in a game I’d love to keep expanding on. Right now, I’ve gotten dice roll, movement and bursts programmed. This may sound easy, but the bursts took me a couple days to program correctly. But the primary purpose of this Free Games project is to help me get back into programming, so tackling difficult code is what I needed.

Once I get a bit more work done, I’ll start posting screen shots.

If you are curious about our Kickstarter:

DevLog #20

I uploaded a new 11 minute gameplay video of Sentia Arena to our YouTube channel.

I also began work on a video game version of Apprentice for this month’s free game.

Okay, so it won’t be “the full version.” Feb’s goal is to have a working battle system with three player characters and three monsters. Of course, this could be a foundation of a much larger game, but we’ll see. I’m currently researching Dijkstra’s algorithm and ways to process movement/areas in a managable way.

We are just 5 days left on our Kickstarter for Sentia Arena, but have made 85% goal! Here’s to the final push!

 

DevLog #19

I’ve been dealing with the “Mongolian Death Flu” the last few days, but I’ve actually managed some work on Apprentice. One of the big changes we made was to how countering spells works. Previous incarnation:

Arcana (Intellect)
Detecting magic, counterspelling magic, reading magical writing, or identifying/knowing about magical beasts such as dragons and constructs.

Counterspell: As an immediate interrupt, you can make a Arcana check to know what spell is being cast. An DC(8) tells the school of magic, a DC(13) tells the name of the spell, and a DC(18) tells the details of the spell. If you make a DC(18) check, you may also expend an equivalent spell slot to counter the spell.

There was a few problems with this approach, however. Arcana also is how you used Detect Magic, and it was sort of weird to use Arcana to counter divine or spiritual magic. So we split the identifying spells into the various skills and added a new skill called Spellcraft focused solely on the essence of magic. Here is part of the new Arcana:

Arcana (Intellect)
Identifying/knowing about magical beasts such as dragons and constructs. Identify arcane spells are they are cast.

Identify Arcane Spell: As an immediate interrupt, you can make a Arcana check to know what arcane spell is being cast. An DC(8) tells the school of magic, a DC(13) tells the name of the spell, and a DC(18) tells the details of the spell and allows you to counter the spell with a DC(18) Spellcraft check.

While Spellcraft looks like this:

Spellcraft (Intellect)
Detecting magic, counterspelling magic, or reading magical writing.

Counterspell: Once you have identified the magic using an Arcana(arcane), Religion(divine), Nature (nature or spiritual), or Psionics(psionics or Breath) check, you can make a Spellcraft check of DC(18) to also expend an equivalent spell slot to counter the spell. Wands or scrolls can be used this way as long as they are in hand.

Detect Magic: As a standard action, can make a DC(13) check to activate Detect Magic. Your eyes glow with a magical light. You can now see auras surrounding magical objects and spells, through distance and objects can weaken this vision. Grants+3 to the associated skill check to identify the spell. Detect Magic lasts 5 minutes.

Now, Arcana also includes identifying arcane creatures and lore, as well as giving you rituals(which need to be developed much more). Religion allows you to Detect Undead, Nature allows you to Detect Spirits, while Psionics grants minor telepathy and bonuses to Breath(mechanic for ninjas, soul binders, and psychics). So all of the individual knowledge get you some bonus, but to be able to successfully counter an enemy spellcaster, you’ll need to identify the spell with the appropriate skill check, then make a successful Spellcraft check. This does give a double check to countering spells, but we don’t want it to be too easy to do, while remaining a powerful tool to those who need to counter that enemy Lich’s Dominate spell.

The new skills can be found in the 0.7 live version. Current campaigns can continue using the zip of 0.6 here.

DevLog #18

Screenshot 2015-01-22 10.47.14I just finished my 400th spell in Apprentice. Some of the spells are old favorites reborn with new life:

Ray of Frost
Level 0 – Evocation – Arcane, Druid, Shaman
Ranged Touch. Target takes 1d4 cold damage per odd level and is slowed for 2 rounds. If the target is already slowed, Ray of Frost deals an additional +1 cold damage per level.

While others are made to fill a theme:

Mental Combat
Level 1 – Enchantment – Arcane, Bard, Priest
Will Negates. Target takes 1d10 psychic damage per level and is Sickened(-1 AC/Attack/Saves). If the target makes the save, you take 1d6 psychic damage per two levels.

Missile Barrage
Level 1 – Evocation – Arcane, Weaver
No Miss. Full Action. Three targets take 1d4 force damage per level.

While others were created with a “cool idea” in mind:

Ghostly Visage
Level 3 – Necromancy- Arcane, Shaman
Your body turns incorporeal and you temporarily become a ghost. You gain fly 30ft and can move through solid objects. Attacks against you have 20% miss chance. 5 rounds.

Vortex
Level 5 – Conjuration – Arcane, Priest, Druid, Shaman
Swift Action. You summon a 20ft burst of winds. Any ranged touch attack fired into the Vortex becomes Reflex Negates with the same burst and +1 DC.

As always, you can check out our full spell list in our live document on our Apprentice page.

Free Game: January 2015

If you’ve been following my DevLogs, you know I’ve been working on Skill Tree Simulator 2000(STS2k) this month. I’ve decided to release the Alpha on the game, which can be downloaded for pay-what-you-want(including free) on itch.io.

Download Skill Tree Simulator 2000 here.

Because STS2k was a learning exercise for me, I’m actually going to move on to other projects, but I plan on doing balance/bug fixes regularly. If you find any bugs, you can use the Contact Us page here, comments here on our website, or on Twitter @ryringames.

DevLog #17

Screenshot 2015-01-20 11.30.21Skill Tree Simulator has 100% of it’s skills implemented. The next 11 days will be spent doing bugfixes, balances, and polish. I’m excited to finally have everything ready for testing.

Most of the weekend was spent playing Apprentice. We were able to see a few more character types from various players and got tons of great feedback. It was pretty awesome seeing a sniper rogue and a fire sorcerer in action. The rogue was able to get some great shots off while remaining hidden in a tree for most of the combat, while the sorcerer used a wand of flight to turn themselves into “a jet” and drop fireballs from the sky upon their enemies. Compared to the frost sorcerer, their damage was rather high, but they completely lacked the utility and control the frost sorcerer has. Big, flashy, high damage is the style of fire spells, while slow and controlling sums up the frost spells well.

DevLog #16

Skill Tree Simulator 2000

STS2k got a lot of bug fixes and some new rogue abilities implemented. One of my favorite pairs is:

Plunder: Have 5% chance to find a cache of treasures(bonus XP) at the end of each dungeon level. Max 3 points.
Treasure Hunter: Your plunder chance is reduced by a quarter, but can trigger every round.

This sort of works like the warrior talent that splits the Heal spell into a heal-over-time. The second one is technically an upgrade, but changes the way it works.

I didn’t reach my goal of having all of the rogue/wizard talents implemented by today, but I know I can implement them quickly and start doing bug test/polish and finally the main combat graphic(which is going into the barren space in the center).

Sentia Arena

Sentia Arena’s Kickstarter is off to a slow start, but we did receive our first review of the game. I’m glad people are enjoying the game!

You can see the comment for yourself here.

Sentia Arena: Kickstarter Launch

We are running our Kickstarter from Jan 16 through Jan 31st.

Help share or back the Kickstarter here.

Want to try out Sentia Arena? It’s available on Steam’s Workshop if you have the game Tabletop Simulator by Berserk Games. Or we have our print-and-play Open Play documents here for the base game, or here for Sentia Arena: Monsters.

DevLog #15

First of all, enjoy a quick video of Sentia Arena: Monsters in play:

We did our recording for Sentia Arena’s Kickstarter video. Once I get it edited…we should be seeing a launch soon.

Skill Tree Simulator is going strong. I finished up Warrior skills and are over 50% done with Mage and Rogue skills. Going to aim to get the rest of them done by Friday so I can focus on polish for the rest of the month.

 

 

DevLog #14

Today I finally got Sentia Arena on Steam’s Workshop if you have the game Tabletop Simulator by Berserk Games. Of course, we still have our print-and-play Open Play documents here for the base game, or here for Sentia Arena: Monsters.

We have finalized the box art for Sentia Arena and Sentia Arena: Monsters. ArenaBoxPreview

MonsterBoxPreviewI had a first draft of the Ultimate Sentia Arena Box art, but then dogs decided a power cord was an obstacle in their race. Here was a screencap of the art I get to completely recreate:

sampleBoxfrontI’m not sold on the red letters. I mean, okay, I can admit that the name is a bit silly, and putting it in red like that would play up that fact. But I’m hesitant if the joke would be seen or if it’d make the product look tackier.

We have set up our roadmap for the next few months and we are going to try to get Ryrin Tactics ready for launch this Spring. This game is also a few years old, with various playtesting here and there. We have decided to begin working in earnest to reach our goal.

AlchemistWe have a new font and a much stronger idea of our layout on the cards. Robert is currently finishing up the rest of the art so we can finish on schedule.

Here is the back of the card:

CardBackPreview

I’ve also been hinted on Twitter what my next video game project is going to be, but I’ll have more on that for DevLogs once I finish Skill Tree Simulator 2000, which is on schedule for the end of the month.