Archive for September, 2008

KMod3 again…

Monday, September 15th, 2008

Seem as Firebrand has started to use the blog once more and informed you all of the progress on Korax RPG, I feel that perhaps I should too, but with something far more imminent, KMod3.

The public beta was released around 4 years ago, and most fans around back then have probably moved on or passed away for all I know. Due to several real life issues I’ve never actually managed to finish the blasted thing off, but I’m back once more to give it a shot. With the intent of releasing a new beta soon, and a final release shortly after. And that should be it for KMod, I’ll move on to help the others with KA and KRPG so we can get them released sometime before the end of the world.

For now I’ll just tease you a little with some of the new features added since the last beta.

Firstly a few minor things, mainly graphical, pretty things. That while nice aren’t going to change the way you play, the HUD has been updated to show more information in a nicer cleaner format, as well as the addition of contextual help screens, that show information relevant to your current class.

I’ve spent some time adding to the character creation menus, especially the setting of your initial stats. You now have full control over how your character starts, this should hopefully allow you to set your character up for your playing style, and also add greater replay value to the mod (Fancy playing as a Fighter with all attributes set to 1 for an added chalenge).

The Spell system has been greatly modified, rather than having each spell binded to an individual button, you have one active spell at a time which is cast via the aptly named “spell button”. I’ve found it makes casting spells much easier and more useful while mid battle.

I shall bring you more updates next week and perhaps even a date for that beta release.

Korax RPG: Advanced Spell / Spell Casting System

Monday, September 15th, 2008

I’ve been working during my vacations on KRPG experience system, the basic system is now done, when you kill monsters you now get experience, you can upgrade your character via de upgrading screen, you also receive spells as you level up being a cleric or mage, the remaining part is to make an actual spell casting system, Crimson Wizard started by creating spell instances, so the map can be told when spells are casted and updates itself if necessary, he also created actor conditions, so we can now affect actors when they are poisoned, confused, etc. by spells, the next step is to create items that are spells to the game, this way, it’ll be easier to make them be recognized as spells by the status bar and the spell book, which will be started once I finish with the spell system, hopefully it won’t be THAT complicated, I already have some ideas regarding this :) , so I’m preparing the way for all of it.

Stay tuned, I might post some actual screens of spells once I get everything working as expected, it should take a couple of weeks for me to test it all properly. If you are more interested in how something might work, I would suggest you to post on the forums, since it’s the best place we might take some attention, heh! ;)