Nice! Inspired by Guiding Bolt and/or Faerie Fire? π
Pixel Dungeon
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Yep! While it obviously won't play the same way, D&D spell lists and the variety of effects they offer was a starting point for design inspiration.
Just wondering what this illumination would be like. Is it sort of like mind vision? One grievance I've had for a while is that mobs that have mind vision from talents don't actually have a visible mind vision debuff from those talents, so you can't very well track the effect as a player, which seems a bit odd to me.
Illumination is nothing like mind vision, it's a debuff which increases the effectiveness of the next melee attack against a target, it doesn't grant you vision against them at all. There's also a clear visual indicator for it.
Cooooooooool
How about a bald cleric? I think that would really stand out among the other heroes!
Does illuminate provide light in darkness? If so that would be really nice for Into Darkness runs. The early game is absolutely the toughest for me when you canβt see anything and then bam, enemies come swarming out of the shadows!
I'm super interested in this class. I'm also very keen to see the subclasses
Interesting π€ I see the potential, this is the early floors ranged option
And we can level this up? I see even more potential π
No guarantees just yet, but I would like to provide some ways to buff the Clerics innate starting spells.
That would be awesome.
I trust the process π
moar light moar power
The more I play this game the more I wish for a multiplayer version.
Yeah, unfortunately it's just not really feasible to add. The whole game is designed around one player and lots of things would break or not play well, and that's before the trouble of adding networking code.
Mangband is a realtime multiplayer modification of Angband that forced turns every N amount of time, and while it is playable, yeah, I don't think that straight multiplayer conversions of traditional roguelikes work well.
Someone who wanted to try to do a "multiplayer traditional roguelikes" ' would probably need to make a number of game design changes at a pretty fundamental level to make the thing work well. Really a new game.
There are some multiplayer roguelites out there:
https://old.reddit.com/r/roguelikes/comments/auzail/best_coop_multiplayer_roguelikes/
That might kinda be something that the parent poster would be interested in.
Yeah Mangband is a good example of why I don't think this would work for Shattered.
If there's ever any sort of mutliplayer it would probably be more minimal or asymmetric, such as two players playing separate games of the same dungeon, but are able to pass items to each other.
That could be cool as a sort of competition, players would have to balance speeding ahead of the other player to find better items with not getting so far ahead that the mobs are too strong for them to handle.
I back this on patreon, but use grapheneOS without Google play services, and have the apk from github installed.
Is there any way to get the beta releases in my situation? Totally understand I'm a weird edge case.
Betas are available on every distribution channel for the game, including github! Make sure you're opted in to getting beta notifications in the settings.
Me too!
github gets beta apks as well
is this what the cleric sprite going to look like?
It isn't the final iteration but it closer to it, at least in terms of hair color. I originally wanted to keep the OG vanilla 0.1 sprite intact for longer, but recent world events made me decide to ditch the orange hair ASAP.